Here to say Im still using Quixel Mixer even now and its an absolute blast to use! Heres hoping the tool will continue developing :) Thanks for the tuts!
Noticed you guys wrote timestamps in the description, don't forget to add 0:00 first otherwise it won't show up on the timeline ;) Great video btw, Mixer and Blender is becoming a powerful combo.
Mixer is an awesome app. However, I'd like to add that the UI is so simply beautiful and amazing. Great job guys! I hope Unreal Engine gets this look soon :D
grabbing a high model and using that for z depth grab from zb then back to mixer was a cool idea. honestly yes we can make height maps procedurally but its way easier to model them in zb or blender. for blender i saw someone assign a height based gradient to a model then do a top down render for same thing. loving mixer. keep up the great work.
Really looking for a better understanding of how to take megascan data, and custom meshes and making stylized mixes from them... Other than that love all of your videos and thank you
Great tips, keep them coming. Love your ecosystem. Can you do a video about using a cutsheet approach with Mixer? If you have a object with multiple parts (e.g. a window where the frame is black metal and the glass is left alone), how would you texture this?
Hi Dear Quixel. Hoped I will find the answer in this Tips Tricks video but didn't )) Right now I am creating a mask for my custom mesh in Mixer. But I cant find the way to export this mask for layered material in ue4. One workaround I thought, I created two layers and made one of them white other black and put my mask on first layer but doesnt give me correct result. I googled and couldn't find proper way. In substance I used anchor point to derive my mask to albedo and export with correct padding, so is there proper way for that workflow in Mixer or if not are you planning this in near feature?
Hi, are we allowed to share a mix we created with others? no materials included of course! so others can just use the mix files to get the same material result without having to recreate the setup from scratch!
Could you make thos tips more dump-proof? I have huge problem to follow 5:50 - my plane is still plain grey and no idea why :hmm: Edit - bottom layer need to have albedo white, not grey. 6:28 - how to go there form that greyscale image ? That mask component from Zdepth is apply on Albedo layer - how to move it to normal or displacement ? Edit: displacement map for base layer must be loaded as pure black image file
I'm a huge fan of your work. I have a question that no one has been able to help with. I'm a college student specializing in VR Development, and I'm trying to decide to either get my dream OP laptop which is a Eulktronics Max 17 with a 2080 Super Max Q @ 115 watts, a 10875H 8 core 16 thread cpu @ 120 watts, 64 GB of ddr4 2933 mhz, two 4 TB m.2 ssd in raid 0. Or building a desktop with a 2080 ti and 3950x. Can you weigh in your thoughts please.
check your UVs bud, painting only works correctly if you have no overlapping UVs and all your UVs are inside the square bounds, otherwise some parts will appear unpaintable or will paint on multiple places. User error.
Here to say Im still using Quixel Mixer even now and its an absolute blast to use! Heres hoping the tool will continue developing :) Thanks for the tuts!
Noticed you guys wrote timestamps in the description, don't forget to add 0:00 first otherwise it won't show up on the timeline ;)
Great video btw, Mixer and Blender is becoming a powerful combo.
Blender > Mixer > Unreal = I never felt so powerfull before
Mixer is an awesome app. However, I'd like to add that the UI is so simply beautiful and amazing. Great job guys! I hope Unreal Engine gets this look soon :D
Josh, well done! I love this series!
Wow! It's Awesome🤩If the copyright conditions of this software were like Painter, I would only work with Mixer! thanks for sharing this tutorial
i'm using mixer to create trims and the ability to save out mask stacks is incredibly useful! thanks for covering this
It never even occurred to me I could do this, fab!
Thank you guys for such an incredible opportunity!
Amazing! how long does this one take to learn? and does it only work with the megascan assets? or can i bring in any asset?
Give us a vr viewport!!!!
grabbing a high model and using that for z depth grab from zb then back to mixer was a cool idea. honestly yes we can make height maps procedurally but its way easier to model them in zb or blender. for blender i saw someone assign a height based gradient to a model then do a top down render for same thing. loving mixer. keep up the great work.
Powerful tips, keep this on 👍
Love these vids
Excellent! Thank you.
Really looking for a better understanding of how to take megascan data, and custom meshes and making stylized mixes from them... Other than that love all of your videos and thank you
Excellent
Thanks! Would you think to let mixer export PBR material to UE4?instead of only export maps
this is nice
Great tips, keep them coming. Love your ecosystem. Can you do a video about using a cutsheet approach with Mixer? If you have a object with multiple parts (e.g. a window where the frame is black metal and the glass is left alone), how would you texture this?
Material ID
Hi Dear Quixel. Hoped I will find the answer in this Tips Tricks video but didn't )) Right now I am creating a mask for my custom mesh in Mixer. But I cant find the way to export this mask for layered material in ue4. One workaround I thought, I created two layers and made one of them white other black and put my mask on first layer but doesnt give me correct result. I googled and couldn't find proper way. In substance I used anchor point to derive my mask to albedo and export with correct padding, so is there proper way for that workflow in Mixer or if not are you planning this in near feature?
Kinda wish there was still support for Quixel Suite.. I preferred working within Photoshop.
I have problems with importing objs, is there any tutorial on how to properly import them?
Hi, are we allowed to share a mix we created with others? no materials included of course! so others can just use the mix files to get the same material result without having to recreate the setup from scratch!
this would be really great and help make their ecosystem of materials to choose even better
Could you make thos tips more dump-proof? I have huge problem to follow 5:50 - my plane is still plain grey and no idea why :hmm: Edit - bottom layer need to have albedo white, not grey.
6:28 - how to go there form that greyscale image ? That mask component from Zdepth is apply on Albedo layer - how to move it to normal or displacement ? Edit: displacement map for base layer must be loaded as pure black image file
Ahah, yeah, I tried that and it made no sense at all. They just transitioned the video from mask to displacement with no explanation whatsoever.
Thanks, I was starting to think it was a new version bug
Oh yeeaaah
*YEAEAAHHHH*
Hi there, can I import my own mesh and PBR material into mega scan studio?
mixer wouldnt let me install the library and file folder elsewhere other than the default C User path.. is this a known issue?
I'm a huge fan of your work. I have a question that no one has been able to help with. I'm a college student specializing in VR Development, and I'm trying to decide to either get my dream OP laptop which is a Eulktronics Max 17 with a 2080 Super Max Q @ 115 watts, a 10875H 8 core 16 thread cpu @ 120 watts, 64 GB of ddr4 2933 mhz, two 4 TB m.2 ssd in raid 0. Or building a desktop with a 2080 ti and 3950x. Can you weigh in your thoughts please.
This is just my opinion, but the desktop would be better in the long run.
Im having issues with the advanced scattering technique anyone else have issues with the ropes texture not showing up?
If you import an fbx-object in the Quixel Mixer, then the mask does not work correctly ( I can not paint over the entire area of the object (
check your UVs bud, painting only works correctly if you have no overlapping UVs and all your UVs are inside the square bounds, otherwise some parts will appear unpaintable or will paint on multiple places. User error.
@@szlobi2276 In 3ds Max I make unwrap to object, and then import in Quixel, after all work fine )
How do I import my own model?
The color circle should be turned into color square or a rectangle, there is plenty of room for that, instead of clicking on a small circle.
I can't understand it well, so I'd like you to localize the subtitles(Japanese).
Am i the one that thought about *another* Mixer?
Yes.
Pray for substance alchemist guys..
loooool