I found that changing the roughness texture node's color space to "non-color" fixes the 'over-shinyness' of the material, same goes with normalmap texture and probably metalness but not sure about the last one
@@WillRosen it works for me with exported textures from substance painter so Im pretty sure itll work for you aswell ! btw thx for the vid, I now consider switching to a free substance alternative and Mixer seems like a good fit for me
Just tried it for myself and you're absolutely right, it works! Much appreciated as I have been wondering why it wasn't working for a while now, thank you! I can't find a way to add this to the video so I'll add it in the description!
Thank you for showing this workflow :) I'm really glad when I see people using Quixel Mixer in their workflow. I hope it will soon become a worthy competitor to Substance Painter.
@@BeatlesToJestCos it does need a lot of work to be a functional software, right now you can only do extremely basic stuff in mixer. I hope it becomes usable sooner rather than later, because a free alternative to substance would be great
@@BeatlesToJestCos youd be wrong there my friend, Mixer is getting constant updates almost as frequently if not more frequently than blender so I estimate 3-4 years before its truly comparable but for hobbyists like me its good enough atm
@@andrexsintoval3776 Hey, it's not bad software, for making PBR textures for UE4 for me it's working great. Just comparing to option i substance there is not so many option after all. But for hobby, like in your and my case it's great.
One important thing to mention, add a triangulate modifier before exporting (double check that it looks good still) to prevent inconsistencies between programs.
this was a really fantastic tutorial, concise and to the point. I'm currently working on creating game assets and this has been a wonderful breakdown of the workflow for Unity. Thank you so much!
Thank you for this video. I've been getting into Unity and Blender but hadn't done anything with mixer, substance etc and don't have anything like a workflow yet. This will help immensely.
the thing about roughness in unity is that, from my limited experience, a generic URP shader works with Gloss instead of roughness, and it uses the alpha map of either the metallic / specular or the color map. Mixer has a handy feature where you can import your roughness map (a linear, grayscale) directly to the Alpha of color map. so you would end up with 4 maps that matter: Color(with Gloss in color alpha), metallic, normal and AO. Remember that Roughness is Gloss, but inverted. As i said earlier, the annoying part is going to each of your layers and inverting the roughness value of all your materials, so that they are converted to gloss maps and therefore, work correctly on Unity. Getting the roughness correctly in unity is the diference between your model looking like shiny plastic or actually real, which is impressive.
To all people who are searching for the best way, this is it ( to unreal engine too) Bro this, this is what ive been missing!!!!!!! Cant thank you enough!!!!
4:17 you don't need to put a color ramp to change the "strength" of the roughness, what happens is that the ambient occlusion maps, in fact... all maps but the diffuse/base_color/albedo, don't use the sRGB encoder, so you need to change this sRGB to Non-Color in the nodes, to work correctly, same thing is in unity or unreal, but in unity if I am not mistaken, in current hdrp, you don't need to change the color encoder anymore.
Huh! You got it working in 1 go! Whenever I make a Mix on Mixer, and then export maps, to place them back on blender, some textures look exactly like in Mixer, some others are absolutely wrong, like, reflection wise, I get a chrome silver, instead of a dark scratched black metal.
@@WillRosen It's weird, cause there's not much to modify for it to get it wrong, they are texture maps! Anyways, since the "save as Mix" option is not available when you're on CUstom Mesh mode on Mixer, is there any other way to get it done? You seem to get it perfectly, but you don't do anything "special" per se.
Hello I'm just now getting into Blender and Quixel Mixer. Have you updated your baking workflow in Blender to support curvature baking? Thank you for this tutorial.
Instead of making a different material for each material ID and then baking it to diffuse, I just UV unwrap the model and then use Texture paint fill tool with face selection masking. You can then just save the image file without having to bake or deal with a billiondy materials.
Amazing work! How long have you been using blender for and as well as mixer for ? I’m a beginner on blender and I’ve never gotten into mixer as yet but I am planning on doing so.
Much appreciated! I've been using blender for a good couple of years now, but mixer was fairly new to me which is why I wanted to share my process! Best of luck learning both softwares!
To colour each section separately, different materials have been applied to each face (by selecting the face and assigning the colours). When these are baked it is used as a Colour ID Map in Quixel, so you apply a material an entire colour. The blue lines mark edges as 'Sharp', which stops a smooth transition between the faces. Difficult to explain, but if you Google 'Hard vs Smooth Shading' you can get some good images of this. Hope this helps!
Great video men but when i bake my model is al right but when i put the textures in mixer my model is badly bake aparently,i have issuses in all the mesh, i dont know if is a problem with the subdivision surface,If someone could help me I would be very grateful.
Do the sharps help with the baking edges also? im having a issue where the colours leak onto other panels. Even at 4k res the bake has some leaks.. ive messed with margin and stuff to.
men when i bake my model is al right but when i put the textures in mixer my model is badly bake aparently,i have issuses in all the mesh, i dont know if is a problem with the subdivision surface,If someone could help me I would be very grateful.
Hmm, I'd suggest clicking apply on the sub division surface before doing the UV just in case it's causing the issue. As the modifier may change the mesh after the UV is done. Other than that, check only one material is applied to the object, and maybe change the Ray Distance in blenders baking settings. These are the ones which caused me the most issues. Good luck and I hope it works!
Ah yes! The blue lines are edges which I have "marked as sharp". The entire drill is shaded smooth so that the faces blend together, but if I wanted to make an edge look hard and stand out (For example the battery seam line) I have marked it as sharp! Hope this explanation helps, if you want to look into this more you can look up 'Smooth and Hard Shading'! You have a wonderful day too!
Whenever i export an asset from bridge it shows exported successfully but the asset doesn't show up in blender. But when i go the shading tab in blender it's texture shows up in the materials. But still there is no 3d asset! For eg - if i export the wall you exported in this video, that wall wouldn't show up in my blender but the texture of the wall will, and then i can give its texture to any mesh. I'm using blender 2.9 and bridge 2020.3.3 pls help....i really don't know why this is happening :(
Hmm... That's slightly different from this video as I made the model in blender. I can suggest two things: 1) Try and export the model as an .FBX (Or any other format) to your desktop then import it to blender 2) There is a Megascans Plugin for blender 2.8 which may be useful, not sure about 2.9 though I have never used Quixel Bridge so I am no expert, but I do hope this works for you, best of luck!
@@WillRosen I've installed megascans plugin but still the asset is not showing up! Whenever i export a asset from bridge and check the windows toggle system it shows an megascans plugin error while importing textures/ geometry or settings up material. ERROR : calling operator "bpy.ops.import_scene. fbx" error, could not be found! Do you know someone who could help me?
If you are using unreal, I believe you have access to the Megascans library, where the materials and models can be used to make games. As I am making it in unity, I am downloading free textures. This way I'm not using any materials/smart materials which come with it just to be safe. You can check the terms and conditions just to be sure!
At around 3:28, you can see I'm importing them on the right hand side by clicking the 'Load' button for each map, then locating them in the File Explorer.
Those get imported into Mixer as different texture sets and can complicate things. Generally, you want to avoid using more than one material on a mesh in Unity, as well, as it increases Draw Calls which have a significant impact on performance. You also do not need to do this material stuff, just use the texture paint mode and use "face selection masking" and the fill tool. It's faster and less work and results in one image file without baking or dealing with 40 materials.
Quixel is free to download for everyone! If you link your unreal account then you get access to the megascans library for free, which includes a lot of free textures and such. I don't so I'm downloading free textures off of a website and importing them. Hope this clears it up!
FYI the way you show the speeded up process with the model flickering is really unpleasant for me and made the video unwatchable. It's a pity because otherwise this seems like a good video.
I found that changing the roughness texture node's color space to "non-color" fixes the 'over-shinyness' of the material, same goes with normalmap texture and probably metalness but not sure about the last one
I'll give this a go! Thanks!
@@WillRosen it works for me with exported textures from substance painter so Im pretty sure itll work for you aswell !
btw thx for the vid, I now consider switching to a free substance alternative and Mixer seems like a good fit for me
Just tried it for myself and you're absolutely right, it works! Much appreciated as I have been wondering why it wasn't working for a while now, thank you!
I can't find a way to add this to the video so I'll add it in the description!
@@WillRosen Glad I could help :)
Thank you! that solved the problem!
Thank you for showing this workflow :) I'm really glad when I see people using Quixel Mixer in their workflow. I hope it will soon become a worthy competitor to Substance Painter.
Meh, I think you are wrong. It is not comparable. QM looks very good at first look but it's very limited tool. Maybe after decade.
@@BeatlesToJestCos it does need a lot of work to be a functional software, right now you can only do extremely basic stuff in mixer. I hope it becomes usable sooner rather than later, because a free alternative to substance would be great
@@BeatlesToJestCos youd be wrong there my friend, Mixer is getting constant updates almost as frequently if not more frequently than blender so I estimate 3-4 years before its truly comparable but for hobbyists like me its good enough atm
@@andrexsintoval3776 Hey, it's not bad software, for making PBR textures for UE4 for me it's working great. Just comparing to option i substance there is not so many option after all. But for hobby, like in your and my case it's great.
One important thing to mention, add a triangulate modifier before exporting (double check that it looks good still) to prevent inconsistencies between programs.
this was a really fantastic tutorial, concise and to the point. I'm currently working on creating game assets and this has been a wonderful breakdown of the workflow for Unity. Thank you so much!
Thank you for this video. I've been getting into Unity and Blender but hadn't done anything with mixer, substance etc and don't have anything like a workflow yet. This will help immensely.
the thing about roughness in unity is that, from my limited experience, a generic URP shader works with Gloss instead of roughness, and it uses the alpha map of either the metallic / specular or the color map. Mixer has a handy feature where you can import your roughness map (a linear, grayscale) directly to the Alpha of color map. so you would end up with 4 maps that matter: Color(with Gloss in color alpha), metallic, normal and AO. Remember that Roughness is Gloss, but inverted. As i said earlier, the annoying part is going to each of your layers and inverting the roughness value of all your materials, so that they are converted to gloss maps and therefore, work correctly on Unity. Getting the roughness correctly in unity is the diference between your model looking like shiny plastic or actually real, which is impressive.
Awsome. Short, understandable, beginner friendly! Couldn’t asked more, thank you for the knowlage!
To all people who are searching for the best way, this is it ( to unreal engine too) Bro this, this is what ive been missing!!!!!!! Cant thank you enough!!!!
This workflow is easy enough to understand.
I'm exploring this Quixel Mixer to replace Substance Painter in my workflow. Thanks for sharing. :)
Best blender with mixer video 🔥
Your game looks amazing man, keep up the good work, and thank you so much for sharing your workflow!
this is brilliant. the quixel mixer tutorial was a beauty, man.
Thanks for this video! I am learning to make game assets and this helped alot
4:17 you don't need to put a color ramp to change the "strength" of the roughness, what happens is that the ambient occlusion maps, in fact... all maps but the diffuse/base_color/albedo, don't use the sRGB encoder, so you need to change this sRGB to Non-Color in the nodes, to work correctly, same thing is in unity or unreal, but in unity if I am not mistaken, in current hdrp, you don't need to change the color encoder anymore.
I was looking for good videos on 3D modelling and I think I found one! Keep up the great work please :D
Thank you Will, that helps a lot!
This is great! Definitely gonna try this workflow
Great video man really helped me out!
Enjoyed watching that. Keep up the great 💪work
Lot of Idea after watching this video ... Tnx for this video creation 😍
Thank you for showing to use your workflow
Huh! You got it working in 1 go! Whenever I make a Mix on Mixer, and then export maps, to place them back on blender, some textures look exactly like in Mixer, some others are absolutely wrong, like, reflection wise, I get a chrome silver, instead of a dark scratched black metal.
Haha yeah, very annoying when you're tweaking values until it's perfect, then export it and get something entirely different!
@@WillRosen It's weird, cause there's not much to modify for it to get it wrong, they are texture maps!
Anyways, since the "save as Mix" option is not available when you're on CUstom Mesh mode on Mixer, is there any other way to get it done? You seem to get it perfectly, but you don't do anything "special" per se.
This video is so helpful thanks a lot
Hello I'm just now getting into Blender and Quixel Mixer. Have you updated your baking workflow in Blender to support curvature baking? Thank you for this tutorial.
Instead of making a different material for each material ID and then baking it to diffuse, I just UV unwrap the model and then use Texture paint fill tool with face selection masking. You can then just save the image file without having to bake or deal with a billiondy materials.
I definitely need to learn class inheritance more.
Can't you make a color id map in blender with Vertex Paint mode?
That's nice tutorial. So interested 😁
amazing work
Amazing work! How long have you been using blender for and as well as mixer for ? I’m a beginner on blender and I’ve never gotten into mixer as yet but I am planning on doing so.
Much appreciated! I've been using blender for a good couple of years now, but mixer was fairly new to me which is why I wanted to share my process! Best of luck learning both softwares!
your video is awessom
How did you divide up those sections (the blue lines) of the tool in blender to color separate sections?
To colour each section separately, different materials have been applied to each face (by selecting the face and assigning the colours). When these are baked it is used as a Colour ID Map in Quixel, so you apply a material an entire colour.
The blue lines mark edges as 'Sharp', which stops a smooth transition between the faces. Difficult to explain, but if you Google 'Hard vs Smooth Shading' you can get some good images of this.
Hope this helps!
Thank you so much for this!
Great video men but when i bake my model is al right but when i put the textures in mixer my model is badly bake aparently,i have issuses in all the mesh, i dont know if is a problem with the subdivision surface,If someone could help me I would be very grateful.
Do the sharps help with the baking edges also? im having a issue where the colours leak onto other panels. Even at 4k res the bake has some leaks.. ive messed with margin and stuff to.
No worries.. think I might have sorted it. During the unwrap stage its good to set a margin and not have it at 0.
Nice….you didn’t add a separate ambient occlusion texture into the Blender shader, only a colour texture, before you baked??
Is it possible to use custom atlas/decal in Quixel Mixer?
How do you get that great lighting when modeling?
you could have painted the meshes for the Material ID, for the vertex color, you don't need to create hundreds of materials with different colors.....
How can i get that URPshader ?
Ty this helped a lot
Thanks!
men when i bake my model is al right but when i put the textures in mixer my model is badly bake aparently,i have issuses in all the mesh, i dont know if is a problem with the subdivision surface,If someone could help me I would be very grateful.
Hmm, I'd suggest clicking apply on the sub division surface before doing the UV just in case it's causing the issue. As the modifier may change the mesh after the UV is done.
Other than that, check only one material is applied to the object, and maybe change the Ray Distance in blenders baking settings. These are the ones which caused me the most issues.
Good luck and I hope it works!
@@WillRosen thanks You dude,i gonna try this!
can you make more videos related to game development with unity and blender
Will do!
@@WillRosen thanks
Is mixer better than blender for texturing
Hello sir, thank you for that workflow. I was wondering what are thoses blue lines in blender on your model before the unwraping ?
Have a good day :)
Ah yes! The blue lines are edges which I have "marked as sharp". The entire drill is shaded smooth so that the faces blend together, but if I wanted to make an edge look hard and stand out (For example the battery seam line) I have marked it as sharp! Hope this explanation helps, if you want to look into this more you can look up 'Smooth and Hard Shading'!
You have a wonderful day too!
@@WillRosen Ok I will try that, thank you again (and for replying so fast too)
See you !
We all need to use UV Packer addon
You are the best!
I wish this was in real time
Thanks
Whenever i export an asset from bridge it shows exported successfully but the asset doesn't show up in blender. But when i go the shading tab in blender it's texture shows up in the materials. But still there is no 3d asset! For eg - if i export the wall you exported in this video, that wall wouldn't show up in my blender but the texture of the wall will, and then i can give its texture to any mesh. I'm using blender 2.9 and bridge 2020.3.3 pls help....i really don't know why this is happening :(
Hmm... That's slightly different from this video as I made the model in blender. I can suggest two things:
1) Try and export the model as an .FBX (Or any other format) to your desktop then import it to blender
2) There is a Megascans Plugin for blender 2.8 which may be useful, not sure about 2.9 though
I have never used Quixel Bridge so I am no expert, but I do hope this works for you, best of luck!
@@WillRosen I've installed megascans plugin but still the asset is not showing up! Whenever i export a asset from bridge and check the windows toggle system it shows an megascans plugin error while importing textures/ geometry or settings up material. ERROR : calling operator "bpy.ops.import_scene. fbx" error, could not be found! Do you know someone who could help me?
Unfortunately, I do not know anyone who can help.
how to load material ID in quixel 2021
Blender modelling with color id and mixer tutorial.
eres el puto amo
Great video. Subscribed! ;)
Have you ever trued unreal engine 4? it's very realistic and not that hard to use (Once you get use to it)
I haven't looked into it yet, but I do plan on trying it out in the future!
Is quixel mixer free to use for commercial use ?
If you are using unreal, I believe you have access to the Megascans library, where the materials and models can be used to make games.
As I am making it in unity, I am downloading free textures. This way I'm not using any materials/smart materials which come with it just to be safe.
You can check the terms and conditions just to be sure!
@@WillRosen I'm using unity also. So using custom material is ok right?
Yup, that's what I'm doing just to play it safe!
@@WillRosen how did you import the downloaded free textures?
At around 3:28, you can see I'm importing them on the right hand side by clicking the 'Load' button for each map, then locating them in the File Explorer.
why is baking necessary ? why not just export the mesh with its material ids into quixel
Those get imported into Mixer as different texture sets and can complicate things. Generally, you want to avoid using more than one material on a mesh in Unity, as well, as it increases Draw Calls which have a significant impact on performance. You also do not need to do this material stuff, just use the texture paint mode and use "face selection masking" and the fill tool. It's faster and less work and results in one image file without baking or dealing with 40 materials.
0:51 color ID 材質球
1:30 新增image / 複製到全部的材質球
1:52 Smart UV project
2:10 Bake image
I thought quixel was only free for unreal. Are you paying for it or am I mistaken?
Quixel is free to download for everyone! If you link your unreal account then you get access to the megascans library for free, which includes a lot of free textures and such. I don't so I'm downloading free textures off of a website and importing them. Hope this clears it up!
@@WillRosen whatever you make from quixel mixer is free to use for commercial use?
@@onewayroad3765 Mixer is 100% free for everyone , only the megascans portion requires unreal.
Great tutorial but why i dril. I hope it's not the dril
Why did I model a drill? I needed one for a project I'm working on :D
#newSubscriber
Thanks, keep going😁🙌
Thank you! :D
Moving way too fast
FYI the way you show the speeded up process with the model flickering is really unpleasant for me and made the video unwatchable. It's a pity because otherwise this seems like a good video.
Sorry to hear, thanks for the feedback! I'll take this into account for future videos!