Sculpt a City Material in Mixer

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  • Опубликовано: 7 фев 2025

Комментарии • 194

  • @thelemoneater
    @thelemoneater 5 лет назад +2

    This quick tutorial is a blessing in disguise, I don't know half of whats happening so I have to explore and figure out what everything does while following the guide of the tutorial, which is much more memorable than following a step by step by step tutorial

  • @TheGameLecturer
    @TheGameLecturer 6 лет назад +8

    I love how materials can be simply applied to the surface of an object (like a sphere 14:59) and imediately look so cool !

  • @RichardServello
    @RichardServello 4 года назад +3

    That's insane!!!! Saving so much resources too since there is no geo in that entire facade. Incredible.

  • @Nicistarful
    @Nicistarful 5 лет назад +2

    I never thought of making textures like this. Amazing. Since I work with Substance, figuring out the height blend stuff was a little more challenging, but now I know how to use them.

  • @stanbrown3839
    @stanbrown3839 6 лет назад +5

    Thank you! It's great to get an insight into how these are made :) I keep seeing Wiktor's posts wondering how they are done XD

  • @Intercepto
    @Intercepto 6 лет назад

    This is very impressive! You can do some amazing things with Mixer.

  • @MegaKosan
    @MegaKosan 6 лет назад +2

    That looks incredible.

  • @MarceloJulius
    @MarceloJulius 3 года назад

    You blew my mind 🤯🤯🤯

  • @imatrollaccount5044
    @imatrollaccount5044 4 года назад +3

    As a kid i always went around a video game just looking at stuff. With the same question. Man, I wonder who went around and added these tiny cracks in every brick? There all different. Or this little spec right here? Or this tiny chip in the paint. Who painted all this stuff like this?..paint as in you got to be a good artist with drawing and painting abilities. Now it seems like every game is just an up loaded brick wall strentched across a board. Many times have i found myself just staring at a tiny pebble on the ground for tens of minutes. Just wondering who drew it and how can I be a good drawer like this guy.

  • @DavidBoura
    @DavidBoura 5 лет назад +121

    Watching this as the first tutorial... was not a good idea ;D

  • @BobDuffy
    @BobDuffy 4 года назад +15

    Is there a link to the exports or another video showing how this comes together in Unreal? This is using 2D info for geometry displacement at an extreme level. So would be great to see how this translates and how a material instance needs to be tweaked to get it to show right in Unreal

  • @JonathanWinbush
    @JonathanWinbush 6 лет назад +2

    I'd love to see how you did some of the Sci Fi materials you've posted before

  • @リンクです
    @リンクです 6 лет назад +6

    SOME PEOPLE CANT APPRECIATE OR SEE THE TRUE MEANING OF THIS VIDEO. MODELING IT IS MUCH EASIER BUT IT SHOWS THAT THE PROGRAM IS REALLY POWERFUL. AND YOU ACTUALLY USE YOUR HEAD YOULL SEE HOW GOOD QUIXEL MIXER IS.

  • @ltafuri
    @ltafuri 6 лет назад

    Holy fuck how I love this program

  • @TrueMegaManiac
    @TrueMegaManiac 5 лет назад +170

    Epic Games: *"It's free real estate."*

    • @PrinceMandal
      @PrinceMandal 5 лет назад +24

      Adobe entered and left the chat.

    • @___Goose
      @___Goose 3 года назад +1

      I couldn't wait do drop substance painter, thank god for the 2021 update.

    • @atharvgogia6841
      @atharvgogia6841 3 года назад

      @@___Goose yea same case with me also. I've been using mixer since beta and I love that they didn't make it paid after the beta.

    • @zimlo9784
      @zimlo9784 3 года назад +1

      @@atharvgogia6841 can i ask a question? Can i import some blender models here in quixel and texture it here?

  • @coloneljcd6041
    @coloneljcd6041 6 лет назад +54

    Amazing hard to believe its just material and textures.. but how does it look inside a game engine I wonder..

    • @z3dar
      @z3dar 6 лет назад +34

      Should look very good, but displacement is somewhat processing heavy. It'd be better to make a base model and texture it in my opinion, and 3d painting feature is coming to mixer in the future, so that you don't have to work just on a plane.

    • @manollobango
      @manollobango 5 лет назад +3

      @@z3dar
      I can't imagine that using a simple plane model with only 4 vertices and those materials requires more power than using a 3d model which uses the same materials but has a greater polycount.

    • @z3dar
      @z3dar 5 лет назад +11

      ​@@manollobango Graphics cards are really good at rendering faces nowadays, so the optimisations are better left elsewhere than vertices, of course situation may vary and less vertices is always better for performance.
      Basically it's a trade-off between memory capacity and computing performance and modern computers are way more memory- than processing-limited. Maybe you've noticed that new graphics cards are made with massive amounts of video memory: in couple years we've gone from 4-6gb to 10-16gb of VRAM. High-res textures and multi-layered complex shaders are the main reason for that.
      To make the displacement look good the material first has to have high-res textures, some maps like normal and displacement prefer 16- or 32-bit maps(way larger file sizes).
      Then for lighting and reflections the game engine still has to calculate the rays bouncing from the tesselated/displaced surface, although there probably are heavy optimisations involved in those calculations.
      And what I meant by base model is a simplified low-poly model like games use all the time; they're not 'four vertices', but still only few hundreds. It's a great compromise between both solutions and will look good even without displacement, but can look even better with it.

    • @benhardwiesner6963
      @benhardwiesner6963 5 лет назад +4

      Manollo Bango Either those 4 vertices get tesselated to an even higher polycount than an optimized 3d mesh or it wont look even close to what you see in the video.
      This is just 10 times quicker than modeling the same thing with LODs... Tesselation is way more expensive than switching through custom LODs while it basically emulates the same thing. The Problem is that tesselation cant subdivide a mesh as neat and optimized as a moddeler can.
      The triangles have to exist for you to see them... it comes natural that your own built models are way easier on performance than an intelligent algorythm that tries to create the same thing from just 4 vertices in realtime.

    • @z3dar
      @z3dar 5 лет назад +1

      @@benhardwiesner6963 While I agree qith you, there are optimisations you can do with the tesselation algorithm, as well as rendering the tesselated meshes, so I don't think it's always quite that clear cut but in general you're right.

  • @ArthurAsPedras
    @ArthurAsPedras 3 года назад

    I didn't even know mixer could do this. Damn this is cool. Just missing a shot from this material in UE or a render.

  • @baorichard4345
    @baorichard4345 4 года назад

    MIND BLOWING!

  • @BillyFrench
    @BillyFrench 6 лет назад +17

    Very good showcase of the program, but as a tutorial, I feel this missed the mark as many sections were glossed over or not fully explained.

  • @olahaldor
    @olahaldor 6 лет назад +1

    The more I look at this, the more I see how good this is - yet - a ton of extra work is required. Such as at about 9:00 into the video where he raises the bricks.. It would be SO useful if there was a mask applied already that would let you just use a slider to increase the height instead of manually painting. Again........ and again.. and again..

    • @1Robertwaterworth
      @1Robertwaterworth 5 лет назад +1

      I was thinking the same thing. I think if a little more work in Photoshop was done, ie. creating a few masks for just that purpose, you could adjust things in Mixer faster. I guess they didn't want to do to much work in Photoshop because they are now the competition, lol. But if you think about it, you could spend more time in the beginning in Photoshop setting up some masks and then you would have a lot more flexibility in Mixer down the road.

  • @joantonio6331
    @joantonio6331 2 года назад

    So this is how the megascan buildings we made

  • @mundo01
    @mundo01 5 лет назад

    its like magic. thank you so much.

  • @MZONE3D
    @MZONE3D 6 лет назад +9

    Really great stuff. I wonder how it performs (memory, GPU and CPU wise) in comparison to using a 3d package like Max, Maya or Zbrush etc?

  • @GerritSchulze
    @GerritSchulze 6 лет назад +1

    Looks cool!

  • @mrkk
    @mrkk 6 лет назад

    wow... Amazing

  • @ronaldolamont
    @ronaldolamont 6 лет назад +25

    Will there ever be a time when an artist can import custom 3d models into Mixer?

    • @z3dar
      @z3dar 6 лет назад +10

      I asked this in an email, and they said they've been working on 3d painting for mixer. Didn't give release date or anything, but it's coming.

    • @HeinousAnusOG
      @HeinousAnusOG 5 лет назад

      cannot wait :D

    • @letsdeuxthis
      @letsdeuxthis 5 лет назад +3

      @@HeinousAnusOG since you're lucky enough to be living in the present, you should know that this feature has recently been released as part of the unreal engine x quixel partnership.

    • @HeinousAnusOG
      @HeinousAnusOG 5 лет назад +3

      @@letsdeuxthis i am lucky to be living in the present! too bad for the other guys who are clearly deceased this far into the future. poor souls
      it has been released? how can i access this functionality?

    • @cabreram.4734
      @cabreram.4734 5 лет назад

      @@letsdeuxthis Excuse me? Is this... True?!

  • @jasperd8048
    @jasperd8048 6 лет назад +3

    now this is epic

  • @zaferustuner559
    @zaferustuner559 6 лет назад

    This can come in very handy in rendering , similar usage to vray pattern plugin of iCube.

  • @IronMan-yg4qw
    @IronMan-yg4qw 6 лет назад

    awesome!! i want more videos on quixel mixer plz!

  • @PatrickCharpenet
    @PatrickCharpenet 4 года назад +3

    Very interesting, and great video. Just curious, but is there a way to export and import the material into Unreal Engine without losing the displacement parameters straight out of the box? When I import a similar material from Bridge, I get the displacement texture, but it looks like the material itself doesn’t include any info for the displacement parameters or tessellation controls, and that a new material needs to be setup by hand.

  • @medvosa
    @medvosa 4 года назад +1

    Hello. I'm trying for six hours and I CANNOT repeat the steps that you've done in photoshop. How can I learn your project if I cannot repeat the photoshop steps? Help me please to create the photosop base for this lesson. I will try to do everything further in this lesson. Thanks in advance.

  • @rsunghun
    @rsunghun 6 лет назад +5

    this is almost trippy.

  • @tehsimo
    @tehsimo 6 лет назад +3

    Amazing

  • @NPCLiam
    @NPCLiam 3 года назад

    So like, could you apply this to a plane mesh and just drive the depth with the displacement value?

  • @ScifiSiShredaholic
    @ScifiSiShredaholic 5 лет назад +3

    Well, first of all, it looks great :)
    Having said that, no vector shapes? (aka paths)

  • @henrikdrygas9536
    @henrikdrygas9536 4 года назад

    thats great but is it seamless?

  • @gameexplorer4963
    @gameexplorer4963 6 лет назад +3

    I suppose this is a response to the Substance Designer trend that suggests delegating modeling to classic old Displacement workflows. Here we see someone doing exactly what some do in Substance Designer, but in a more artist friendly way. Which is really cool. Bravo. Using displacement tessellation extensively in your scene is not such a great idea though. Although super creative and fun, it's still too much resource intensive.

    • @lobos9182
      @lobos9182 6 лет назад

      Hey man, this is interesting, What you are saying is that modeling with displacement is more consuming on graphic processing, than if i model the actual window?

    • @gameexplorer4963
      @gameexplorer4963 6 лет назад

      It depends on your model and the platform you plan to publish, but yeah, in general geometry these days is cheaper than hardware tessellation and displacement shaders. A mix of both worlds is the better approach imo.

    • @PrefoX
      @PrefoX 6 лет назад

      thats what he said and I am sure that small part of a wall would need 100.000 polys to look okayish if not more... now Imagine a whole building with it xD

    • @lobos9182
      @lobos9182 6 лет назад

      @@PrefoX how would you approach mixing

    • @gameexplorer4963
      @gameexplorer4963 6 лет назад +1

      You can make it look awesome with a lot less polygons, and normal maps. But will not be as fast and simple to create. One day! I look forward to it.

  • @cwidd1929
    @cwidd1929 6 лет назад +2

    I'm not sure I understand exactly how the vertical gradient is being aligned to the window shape to achieve the foreshortening of the bevels. It's not that an identical shape is being blended on top with shorter bevels, the vertical bevels are aligned with interior ends of the window bevels to replace them(?)

  • @ronaldolamont
    @ronaldolamont 6 лет назад +1

    This is great and all, but the one problem that I'm seeing while experimenting with displacements in Mixer, which wasn't addressed in this tutorial, is the stretching of the texture maps along the inside edges of the displacement maps! In traditional modeling that problem is fixed with the UV's, how can this be addressed with Mixer? Cause I see it as a problem! Would love an answer because other than that, Mixer is pretty great!!

    • @musashidanmcgrath
      @musashidanmcgrath 6 лет назад

      I'm guessing tri-planar projection.

    • @z3dar
      @z3dar 6 лет назад

      This is not really meant to be used in games like this. At least in my opinion this is just a showcase on how far you can go with mixer. In games you need geometry for collisions and displacement materials are costly to performance anyways.
      I'll use this in game engine for wall and ground textures for now at least and Quixel Suite for custom model texturing.
      Quixel is working on 3d painting for Mixer though!

  • @allenchen3109
    @allenchen3109 6 лет назад

    Quixel no.1!

  • @xlu125
    @xlu125 6 лет назад

    beautiful!

  • @SleepingHollow
    @SleepingHollow 5 лет назад

    I recently got Mixer and am enjoying it, one question I have is if there will ever be a mirror setting for brushes so instead of checking to make sure the columns are even you could just do it on one side and it would mirror it over

  • @arkhamrejectscommunitybatr6599
    @arkhamrejectscommunitybatr6599 11 месяцев назад

    Can you 3D print with the texture still showing in the STL?

  • @vivekthakur1437
    @vivekthakur1437 6 лет назад

    It's awesome💪

  • @sertac6588
    @sertac6588 2 года назад

    can i paint 3d model, which file type import should i use for blender to mixer?

  • @asebaninja
    @asebaninja 6 лет назад

    mindblowing

  • @paulatreides6711
    @paulatreides6711 4 года назад

    at 11:07 you use a glasse material but in the latest version it's not there anymore

  • @PascalAchermann
    @PascalAchermann 6 лет назад

    awesome!

  • @warriorgeneral2735
    @warriorgeneral2735 4 года назад

    I need a pretty dense mesh for this material right?

  • @michaelmorrow9927
    @michaelmorrow9927 5 лет назад

    This is impressive, However being a Quixel Suite user I am curious as to when we may be able to import Our models and texture them as we did in the suite? Although the creation method here seems to be a big step forward it is also 3 steps backward as we cannot work on our actual models "Unless their is a way and i have not seen this as of yet".

    • @1Robertwaterworth
      @1Robertwaterworth 5 лет назад

      That is coming. I was told that Quixell Suite is being incorporated into Mixer very soon. Quixel Suite will go away and Mixer will become a stand-alone app with full 3D painting. Makes sense seeing as Allegorithmic was bought up by Adobe. Quixel can't really continue to run on the back of Photoshop anymore as it is now the competition. So a standalone Mixer makes sense and is needed.

    • @michaelmorrow9927
      @michaelmorrow9927 5 лет назад

      @@1Robertwaterworth : I have been using mixer since i posted here. I can see that Ndo is a little bit incorporated already and they have a few filters in there also. They definitely need some kind of move tool "Yes you can tile to move". that way we can import other textures say a pile of rocks, place wherever we want, scale etc. I hope they incorporate all that was in the suite. I am very impressed with the export retaining a very high quality. I notice a big lag going from 4k to 8k also and my machine can handle very complex models, textures and such np. hopefully they will address that also... in the end i think i will be very pleased with the new improved version as long as i had stated i can bring in my models, otherwise this is useless.

  • @k.g.ylmazer7519
    @k.g.ylmazer7519 4 года назад

    Can you tell us what did you use for the final render image, for the material sphere and flat surface image at the end. Marmoset?

  • @stevejjd
    @stevejjd 4 года назад

    Is there a way to render this with vray or renderman using displacement? ~ is there a way to extract the displaced mesh so that it resembles scan data?

  • @goshawk_fly
    @goshawk_fly 2 года назад

    I have a question! How to export displacement?! With Parralax? Normal map is not good way to recreate something like displacement. How it works in Unreal Engine?

  • @CarbonAnimationProductions
    @CarbonAnimationProductions Месяц назад

    is quixel mixer shutting down? im trying to use the software but im having issues using some materials and i dont see any updates with the program.

  • @morkaili
    @morkaili 6 лет назад

    I really wonder how exactly this would look like in an engine, in comparision to the same made as a regular 3D model and what is more performant.

    • @musashidanmcgrath
      @musashidanmcgrath 6 лет назад +1

      A 3D model is a lot less expensive. This method requires POM+a densely tessellated mesh+more complicated shader. Also, displacement in real-time is a massive memory footprint.

    • @diocre7446
      @diocre7446 5 лет назад

      @@musashidanmcgrath in some game engine or software that relies baking. But in some game engine like Cryengine it is not. Because Cryengine has a very good realtime capabilities.

  • @Alk4TraZ33
    @Alk4TraZ33 5 лет назад +1

    When I will do this quality of texturing

  • @v0axb
    @v0axb 4 года назад

    Is there another possibility to creat the window without P.S?

  • @liamboehning4398
    @liamboehning4398 4 года назад

    Okay but like then how do I use that in Unreal? Literally like place that sucker on a plane??

  • @GuiLhermeHenrique-fm4od
    @GuiLhermeHenrique-fm4od 5 лет назад

    Maaaaannn what a tool!!! TKS Epic Games s2

  • @jakobmemborg7963
    @jakobmemborg7963 4 года назад

    Definitely good, compared to that it is free, but it is so tedious compared to Substance Designer. Combining a stack of basic shapes would improve the workflow avoiding more of the manual painting procedures

  • @sergio1991M
    @sergio1991M 4 года назад

    noob question - Wouldn't it be easier to make all the windows displacment maps in photoshop, as you did with the first window frame map?

  • @UnrealArtist
    @UnrealArtist 6 лет назад +3

    Can i get that textures you made in the video? i wanna test it out in UE4 .. most of the times a thing look something else in the native program.. but doesnt look good in the engine.

    • @jhett1746
      @jhett1746 6 лет назад +7

      you can make it yourself. as for why quixel doesnt look good in ue4, the normal maps are open gl, not dx11. you need to flip y channel

    • @UnrealArtist
      @UnrealArtist 6 лет назад +1

      ah ok I got it :)

    • @izvarzone
      @izvarzone 6 лет назад +2

      Also dont forget to disable sRGB for roughness.

  • @cchance
    @cchance 6 лет назад

    HOW THE HELL IS THAT A TEXTURE LOL, it looks better than most full 3d models wtf did i just watch this is serious black magic

  • @Kligan
    @Kligan 3 года назад +2

    I'm not sure that this is "gameready". Actually modelling all this this would be substantially better for performance than using tessellation.

  • @kd318
    @kd318 5 лет назад

    This is great but I'm wondering about one thing, what is the use case for such a complex mix? How would I use this in a game engine? It would require expensive tesselation to look good. Is it menat to be remeshed?

    • @lhmsc
      @lhmsc 5 лет назад +1

      1- You can use the resulting texture maps as a base to model a low-poly mesh. You will quickly end up with a nice modular mesh.
      2- You can simply use the material on a plane. If it's far from the camera no one's gonna notice it's just a textured plane.
      For both of those options you don't really need the displacement map (which is what actually depends on tesselation). Just normal map should give you the detail you need.

  • @gen2ssi396
    @gen2ssi396 6 лет назад

    I have a question: Will Mixer Support Vector Displacement one day? @Quixel

    • @gen2ssi396
      @gen2ssi396 6 лет назад

      Sorry if my question is dumb,but I can not find any program produce vector displacement map other than Zbrush

  • @blendershots
    @blendershots 4 года назад

    How to use this in 3d?

  • @abramurfanni2349
    @abramurfanni2349 2 года назад

    What is your computer model?

  • @3po_Orisen_Sithappen
    @3po_Orisen_Sithappen 5 лет назад

    WOW

  • @maxximus8904
    @maxximus8904 4 года назад

    He was exporting for unity

  • @samuil_maxim
    @samuil_maxim 6 лет назад

    What format do you upload from photoshop into mixer...is it an svg. or..? or can you do the same stuff in illustrator, inkscape etc and upload it to mixer..?

  • @nec8050
    @nec8050 6 лет назад +11

    Between designer and mixer I feel like within the next few to several years general modelers will obsolete lol. Great video though, and keep up the awesome work!

    • @Chris-jo1zr
      @Chris-jo1zr 6 лет назад +6

      Yeah I’m fucked, websites like 3D Sky have killed my worth. I’m 8 years out of uni and tired of having to learn new software just to keep at the same level. I can’t hate on it though, it’s brilliant stuff, it just means those above you, often with less ability will make more money off your persistent struggle.

    • @IronMan-yg4qw
      @IronMan-yg4qw 6 лет назад

      ahh yes!!

    • @عبداللهخليفه-ز7ت
      @عبداللهخليفه-ز7ت 6 лет назад

      try to make robot or car with designer or mixer

    • @izvarzone
      @izvarzone 6 лет назад +1

      Well they wont, models have collision, and more properly work with lightmaps and global illumination, displacement doesnt generate any collision in game engines and lightmap baked before verts are moved.
      Decals also ignore parallax effect from wall atm.
      Anyway why not use both methods, not just one or the other. The window as model, but parallax on bricks.

    • @z3dar
      @z3dar 6 лет назад

      @@Chris-jo1zr You are not fucked, the opposite in fact. 3d models and graphics are becoming more and more important to the society. It used to be mostly for high quality entertainment and industrial manufacturing, but soon it'll be in peoples homes with 3d printers and VR and AR.
      The demand for 3d models(unique ones especially) is surely going up, while creating them is getting easier. It doesn't mean that you're fucked if basic props are getting sold at $5, it means that the time for basic shit is over, but you have already gathered the skills to create anything anyone can imagine and learn any 3d software quickly(and you'll have to, so get used to it. Rather than look at it as a drag, take it as a game where you differentiate the programs differences and principles in your head). More importantly you understand the principles of 3d graphics(I hope), which means that all of those chumps you want to have their pet digitalized or their automatic 3d scan fixed for printing, they'll need a proper 3d expert.
      In short, the 3d field is going mainstream with public starting to get into it, which means more jobs for 3d experts and more automatic tools.

  • @CinematographyDatabase
    @CinematographyDatabase 6 лет назад +7

    Holy F. Are you using this is a tesselation material in UE4?

    • @JayJapanB
      @JayJapanB 6 лет назад

      Lots of game engines use tessellation, problem is, it can't be entirely relied on.

    • @lobos9182
      @lobos9182 6 лет назад

      @@JayJapanB why?

    • @PrefoX
      @PrefoX 6 лет назад +2

      because it costs too much resources. thats why games as Battlefield or star wars just use it for the ground and just like 10 meters.

    • @izvarzone
      @izvarzone 6 лет назад +1

      POM is used instead of displacement, it's cheaper (but looks a little more crappier from close range)

  • @HeinousAnusOG
    @HeinousAnusOG 5 лет назад

    holy crap

  • @user-gu9vf3cc4u
    @user-gu9vf3cc4u 6 лет назад

    大家好,我为这个视频翻译了一份中文字幕,请大家帮忙审核通过以下
    Hello there, I did a Chinese translation for this video, anyone here knows Chinese please help me verify it, Thanks.

  • @bigcheeseontoast9829
    @bigcheeseontoast9829 6 лет назад

    whats better this or 3ds max?

    • @PrefoX
      @PrefoX 6 лет назад

      you can't compare both programs... its like, whats better, radio or internet

    • @bigcheeseontoast9829
      @bigcheeseontoast9829 6 лет назад

      internet, but i get what u mean

    • @z3dar
      @z3dar 6 лет назад

      3ds max is comprehensive 3d software(and maya is better), while Quixel Mixer is literally just an advanced bitmap/material editor. You have a square plane(a texture map) that you can paint on, combine and customize different texture maps(albedo, specular, displacement, etc), but mixer doesn't actually produce any 3d models, just textures that can be used to "fake" a 3d surface when rendered.
      They are adding 3d painting into mixer later, after which it'll work for custom model texturing too, not just on a 'plane'.

  • @林峰-d4m
    @林峰-d4m 6 лет назад

    说句实话,很厉害,这样我完全可以放弃在ps里面做材质了(因为更方便)

  • @peshangahmed2484
    @peshangahmed2484 6 лет назад

    Damnnn!

  • @etheleticengine
    @etheleticengine 3 года назад +1

    dislikes are from ADOBE employees

  • @RemotelyHuman666
    @RemotelyHuman666 6 лет назад

    Cool, but how do I buy it? Please don't tell me you've switched to an evil Subscription only model? Also, Why can't I download Quixel suit 2 from your website even though I have a valid license for it? Is that license trash now?

  • @jonathanxdoe
    @jonathanxdoe 6 лет назад +47

    At this point is just to prove that is possible. Making the 3D model would be faster...

    • @azawestie123
      @azawestie123 6 лет назад +12

      John Doe however a single texture is less heavy than physical geometry. All this for 1 polygon, heck yea.

    • @jhett1746
      @jhett1746 6 лет назад +27

      well, this is displaced. you wont get all the height detail unless you are using a tesselated mesh. the normal map cant sell that extreme of a depth.

    • @jonathanxdoe
      @jonathanxdoe 6 лет назад +18

      Ahahah a lot of polygons actually, displace with that kind of precision takes many tesselation levels...

    • @azawestie123
      @azawestie123 6 лет назад +2

      John Doe not sure what engine you’re referencing so fair play. I do cinema/octane so as far as setup it’s flat plains, which is amazing for viewport speed :)

    • @allenl9214
      @allenl9214 6 лет назад +1

      Sometimes it's not about speed but getting extremely realistic... work on model and texture at same time here

  • @garysharp122
    @garysharp122 3 года назад

    as an architect and 3d modeller that looks painful,,, interesting but painful

  • @nothingspeaks
    @nothingspeaks 6 лет назад

    so i cant really follow along because i dont have photoshop.... ugh

    • @1Robertwaterworth
      @1Robertwaterworth 5 лет назад

      You donèt need Photoshop. You can use any app that will let you manipulate images. he only used Photoshop at the beginning for a very simple task. He made a basic black rectangle with a blurred edge. You can do that with most any free image editing programs out there.

  • @GamefactoryTutorials
    @GamefactoryTutorials 3 года назад

    Mixer.... Created with unity xD and it Crashes everytime.... Missed a unity***.dll

  • @shortkidmichael2576
    @shortkidmichael2576 5 лет назад +4

    can you just let us download the pictures please?

  • @vanityvoodoo969
    @vanityvoodoo969 3 года назад +1

    "Inside Photoshop." Me: Time to go watch a different tutorial.

  • @relyucc1345
    @relyucc1345 4 года назад +1

    Watch next : "sculpt a girlfriend in mixer"

    • @relyucc1345
      @relyucc1345 4 года назад

      HOLY FUCKING SHIT IT WORKED

  • @foxmulderqqs
    @foxmulderqqs 6 лет назад +1

    Second

  • @nicksushkevich
    @nicksushkevich 6 лет назад +3

    Any chance the industry standards shifted away from this decay-postapoc treatment of textures for games?

  • @AleksandarPopovic
    @AleksandarPopovic 4 года назад

    Make mixer yo work on linux pls, like bridge.....pls, pls, pls....i use substance painter but realy won use mixer and its free.....

  • @shakaama
    @shakaama 4 года назад

    *cough*easierinblenderjusayin*cough*

    • @dntzonis
      @dntzonis 4 года назад

      Texture painting like that is NOT easier in blender.. ROFL.. Maybe if i wanted to model a low poly version of that to avoid tessellation yes blender :P but phft gimme a break the PBR workflow and masking abilities are good just not there yet

  • @chinkitgaming
    @chinkitgaming 4 года назад

    !!!!!!!!!!!! waht

  • @AlbertonBeastmaster
    @AlbertonBeastmaster 4 года назад

    Easier just to 3D model it.

  • @CGBit
    @CGBit 6 лет назад

    Which software

  • @MustafaBerkeGureltol
    @MustafaBerkeGureltol 5 лет назад

    The guy just "sculpted" a material. This is more important than Elon Musk's weed-smoking moment.

  • @AE6507
    @AE6507 5 лет назад

    Me: Cancels PornHub Subscription

  • @hansvet7951
    @hansvet7951 3 года назад

    This takes too long

  • @genkidama7385
    @genkidama7385 6 лет назад

    why dont you make the window model in any 3D software damn. looks cheap and lazy.
    Anyways the result is great lol.

    • @kmo475
      @kmo475 6 лет назад +7

      Because it's about showing what the software can do, and honestly the result is pretty acceptable.

    • @quixeltools
      @quixeltools  6 лет назад +15

      Doing it straight in Mixer in this case was faster and easier than jumping into a 3D package to first model, then bake out maps, and finally bring it back in for texturing. Results are what matter at the end of the day :)

    • @IronMan-yg4qw
      @IronMan-yg4qw 6 лет назад +1

      looks cheap? and lazy? are you just stupid or just crazy?

    • @IronMan-yg4qw
      @IronMan-yg4qw 6 лет назад

      ummm i know thats not the truth... i use both so i know....

    • @PrefoX
      @PrefoX 6 лет назад

      BECAUSE ITS THEIR TOOL AND THEY WANT TO SELL IT? my fucking yoda.. get some brain.

  • @maya_gameworks
    @maya_gameworks 6 лет назад

    this looks awful. All of this could have been done 15 times faster in blender and SP

    • @Sacheen
      @Sacheen 6 лет назад

      whats SP?

    • @gen2ssi396
      @gen2ssi396 6 лет назад

      @@Sacheen I guess SP refers to substance painter

    • @AlexiosLair
      @AlexiosLair 6 лет назад

      I'd like to watch how you can bake all of that with photoreal textures In 1 minute. Go for it.

    • @PrefoX
      @PrefoX 6 лет назад

      well he has obviously no clue at all... doing that in blender, means modeling, UV unwrapping and texturing would take way more time.

    • @maya_gameworks
      @maya_gameworks 6 лет назад

      @PrefoX well I can do all those things (as well as baking displacement map) at least 3 times faster with blender and sd/sp. I pity u if your skill is so low you actually need an app like the one in the video to be good at anything.