making of maps input for Quixel suite

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making of maps input for Quixel suite

Postby bertritude73 » Tue Nov 10, 2015 1:52 pm

bertritude73 Tue Nov 10, 2015 1:52 pm
Hi,

I discovered quixel suite and I need to know how to make the differents inputs maps this software needs to work.

AO map, color ID etc...

please help me to learn how to do this in octane render.


thanks

Bertrand
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Re: making of maps input for Quixel suite

Postby ristoraven » Tue Nov 10, 2015 3:56 pm

ristoraven Tue Nov 10, 2015 3:56 pm
New Quixel suite V2 bakes all the maps you need. It should be out pretty soon. It's free update to previous license owners.

Previously I used Xnormal tool to bake all those maps. I made colorID map with native Lightwave renderer. Pretty tedious job..
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Re: making of maps input for Quixel suite

Postby bertritude73 » Tue Nov 10, 2015 5:42 pm

bertritude73 Tue Nov 10, 2015 5:42 pm
hi, cool for the v2. it will help me to simplify the tasks...

I'm downloading Xnormal but I don't know how to use it.
do you have a tutorial for this step please ?

do you work with your .obj mesh or do you need other steps in c4D before ?

thanks for your help
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Re: making of maps input for Quixel suite

Postby ristoraven » Tue Nov 10, 2015 6:13 pm

ristoraven Tue Nov 10, 2015 6:13 pm
It's fairly simple.

Import your obj (with UV) to high definition mesh and low definition mesh. You can use the same obj for both. Then select the maps you want..

Here's more detailed tutorial: http://quixel.se/usermanual/quixelsuite ... =inputmaps
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Re: making of maps input for Quixel suite

Postby ristoraven » Tue Nov 10, 2015 6:35 pm

ristoraven Tue Nov 10, 2015 6:35 pm
Oh, btw.

Ask from the Quixel staff if you could join the V2 beta.. Log into polycount forum: http://polycount.com/categories/quixel-suite and it was there somewhere where to ask.. They could be still accepting.
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Re: making of maps input for Quixel suite

Postby bertritude73 » Wed Nov 11, 2015 9:23 am

bertritude73 Wed Nov 11, 2015 9:23 am
Hi,

ok for all I will try this.

what's exactly in c4d the difference of high definition mesh and low definition mesh ?
to create the .obj mesh, is it obligatory to use UV mapping to get a flat image ?

sorry but I'm a newbee and it's complicated....

thanks for your help
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Re: making of maps input for Quixel suite

Postby ristoraven » Wed Nov 11, 2015 12:02 pm

ristoraven Wed Nov 11, 2015 12:02 pm
Difference is that you can model a high definition mesh = lots of polygons, then you can do a low poly version of it, to be used in a game engine for example, where amount of polygons are limited. When you bake the maps from highpoly .obj you can use those maps over lowpoly object and the lowpoly just looks awesome and it doesn't consume the polygon budget. :)

Yes, you need UVs, even to a simple .obj when using quixel.

But in your case, just use the same .obj for both highpoly and lowpoly and Xnormal will bake the maps for you.
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Re: making of maps input for Quixel suite

Postby bertritude73 » Wed Nov 11, 2015 1:04 pm

bertritude73 Wed Nov 11, 2015 1:04 pm
ok, cool.

and for the color ID map ? how do you proceed please ?
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Re: making of maps input for Quixel suite

Postby ristoraven » Wed Nov 11, 2015 1:17 pm

ristoraven Wed Nov 11, 2015 1:17 pm
You need to bake it in c4d. I don't know the workflow for that in c4d, but the basics is that you use different color for different material in the .obj. For example you have a knife with wooden handle. Handle could be red and the blade could be blue. Then use a baking camera to make a map out from the .obj. Scene should be setup so that there are no shadows..
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Re: making of maps input for Quixel suite

Postby ristoraven » Wed Nov 11, 2015 2:19 pm

ristoraven Wed Nov 11, 2015 2:19 pm
As a heads up, that V2 is probably out well before you'll be fluent with version 1.8.

If I were you, I'd spare the time & trouble & frustrations with 1.8 version..

New version is awesome. Well worth the [short] wait. It bakes the maps you need from the get go, you can paint directly on to the mesh and much more. And it is very stable.
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