My Blender, Quixel Mixer, Unity3D Workflow

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  • เผยแพร่เมื่อ 29 ต.ค. 2024

ความคิดเห็น • 105

  • @-BONELESS-
    @-BONELESS- 3 ปีที่แล้ว +30

    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
      @WillRosen  3 ปีที่แล้ว +2

      I'll give this a go! Thanks!

    • @-BONELESS-
      @-BONELESS- 3 ปีที่แล้ว +1

      @@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

    • @WillRosen
      @WillRosen  3 ปีที่แล้ว +2

      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!

    • @-BONELESS-
      @-BONELESS- 3 ปีที่แล้ว

      @@WillRosen Glad I could help :)

    • @tsehoyin2
      @tsehoyin2 3 ปีที่แล้ว

      Thank you! that solved the problem!

  • @masteredd23
    @masteredd23 4 ปีที่แล้ว +24

    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
      @BeatlesToJestCos 3 ปีที่แล้ว +2

      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.

    • @6132-k1n
      @6132-k1n 3 ปีที่แล้ว +3

      @@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

    • @andrexsintoval3776
      @andrexsintoval3776 3 ปีที่แล้ว +1

      @@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

    • @BeatlesToJestCos
      @BeatlesToJestCos 3 ปีที่แล้ว

      @@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.

  • @SneakyKittyGameDev
    @SneakyKittyGameDev 3 ปีที่แล้ว +14

    One important thing to mention, add a triangulate modifier before exporting (double check that it looks good still) to prevent inconsistencies between programs.

  • @roselightmoon
    @roselightmoon ปีที่แล้ว +1

    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!

  • @rotherama
    @rotherama 2 ปีที่แล้ว +1

    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.

  • @dfghj241
    @dfghj241 3 ปีที่แล้ว +4

    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.

  • @Gounesh
    @Gounesh 2 ปีที่แล้ว +2

    Awsome. Short, understandable, beginner friendly! Couldn’t asked more, thank you for the knowlage!

  • @DarkMuzishn
    @DarkMuzishn 2 ปีที่แล้ว +1

    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!!!!

  • @VeryFunStudio
    @VeryFunStudio 3 ปีที่แล้ว +2

    This workflow is easy enough to understand.
    I'm exploring this Quixel Mixer to replace Substance Painter in my workflow. Thanks for sharing. :)

  • @abstrct7
    @abstrct7 3 ปีที่แล้ว +1

    Best blender with mixer video 🔥

  • @abdelhafidibis
    @abdelhafidibis 2 ปีที่แล้ว

    Your game looks amazing man, keep up the good work, and thank you so much for sharing your workflow!

  • @nategreyson6014
    @nategreyson6014 4 ปีที่แล้ว +1

    this is brilliant. the quixel mixer tutorial was a beauty, man.

  • @anima8450
    @anima8450 2 ปีที่แล้ว +1

    Thanks for this video! I am learning to make game assets and this helped alot

  • @Nieverton69
    @Nieverton69 2 ปีที่แล้ว +3

    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.

  • @agnieszkarogowska1552
    @agnieszkarogowska1552 4 ปีที่แล้ว +2

    I was looking for good videos on 3D modelling and I think I found one! Keep up the great work please :D

  • @HakanYilmazAbstractizm
    @HakanYilmazAbstractizm 2 ปีที่แล้ว +1

    Thank you Will, that helps a lot!

  • @fizfizfizfiz
    @fizfizfizfiz 3 ปีที่แล้ว +1

    This is great! Definitely gonna try this workflow

  • @2010cam1
    @2010cam1 3 ปีที่แล้ว +1

    Great video man really helped me out!

  • @Cyber_Sikh
    @Cyber_Sikh 3 ปีที่แล้ว +1

    Enjoyed watching that. Keep up the great 💪work

  • @Chikiritu
    @Chikiritu 3 ปีที่แล้ว +1

    Lot of Idea after watching this video ... Tnx for this video creation 😍

  • @randomuser1846
    @randomuser1846 3 ปีที่แล้ว

    Thank you for showing to use your workflow

  • @franconova8048
    @franconova8048 3 ปีที่แล้ว +1

    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
      @WillRosen  3 ปีที่แล้ว

      Haha yeah, very annoying when you're tweaking values until it's perfect, then export it and get something entirely different!

    • @franconova8048
      @franconova8048 3 ปีที่แล้ว

      @@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.

  • @stylie473joker5
    @stylie473joker5 2 ปีที่แล้ว +1

    This video is so helpful thanks a lot

  • @hotsauce7124
    @hotsauce7124 ปีที่แล้ว

    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.

  • @radiocage
    @radiocage ปีที่แล้ว

    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.

  • @VVaypoint
    @VVaypoint ปีที่แล้ว

    I definitely need to learn class inheritance more.

  • @hungrygrimalkin5610
    @hungrygrimalkin5610 6 หลายเดือนก่อน

    Can't you make a color id map in blender with Vertex Paint mode?

  • @IanPribadi
    @IanPribadi ปีที่แล้ว

    That's nice tutorial. So interested 😁

  • @BlackHoodedCat
    @BlackHoodedCat 3 ปีที่แล้ว

    amazing work

  • @Nolbz
    @Nolbz 3 ปีที่แล้ว +1

    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.

    • @WillRosen
      @WillRosen  3 ปีที่แล้ว +1

      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!

  • @mayarbalah2348
    @mayarbalah2348 3 ปีที่แล้ว +1

    your video is awessom

  • @pyraffin
    @pyraffin 3 ปีที่แล้ว +1

    How did you divide up those sections (the blue lines) of the tool in blender to color separate sections?

    • @WillRosen
      @WillRosen  3 ปีที่แล้ว

      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!

  • @kalleskit
    @kalleskit 4 ปีที่แล้ว

    Thank you so much for this!

  • @matiastemesio893
    @matiastemesio893 3 ปีที่แล้ว +1

    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.

  • @MootzartOfficial
    @MootzartOfficial 3 ปีที่แล้ว

    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.

    • @MootzartOfficial
      @MootzartOfficial 3 ปีที่แล้ว

      No worries.. think I might have sorted it. During the unwrap stage its good to set a margin and not have it at 0.

  • @stephenmackenzie9016
    @stephenmackenzie9016 3 ปีที่แล้ว

    Nice….you didn’t add a separate ambient occlusion texture into the Blender shader, only a colour texture, before you baked??

  • @eumaiseu008
    @eumaiseu008 3 ปีที่แล้ว

    Is it possible to use custom atlas/decal in Quixel Mixer?

  • @rodneyol1692
    @rodneyol1692 2 ปีที่แล้ว

    How do you get that great lighting when modeling?

  • @Nieverton69
    @Nieverton69 2 ปีที่แล้ว +2

    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.....

  • @Khlyn
    @Khlyn 3 ปีที่แล้ว

    How can i get that URPshader ?

  • @kaz6383
    @kaz6383 3 ปีที่แล้ว

    Ty this helped a lot

  • @junwatu
    @junwatu 3 ปีที่แล้ว +1

    Thanks!

  • @matiastemesio893
    @matiastemesio893 3 ปีที่แล้ว +1

    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.

    • @WillRosen
      @WillRosen  3 ปีที่แล้ว +1

      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!

    • @matiastemesio893
      @matiastemesio893 3 ปีที่แล้ว +1

      @@WillRosen thanks You dude,i gonna try this!

  • @ajaymandal8314
    @ajaymandal8314 4 ปีที่แล้ว +2

    can you make more videos related to game development with unity and blender

  • @invadorop
    @invadorop 10 หลายเดือนก่อน

    Is mixer better than blender for texturing

  • @baptisteenfrin9572
    @baptisteenfrin9572 3 ปีที่แล้ว

    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 :)

    • @WillRosen
      @WillRosen  3 ปีที่แล้ว +4

      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!

    • @baptisteenfrin9572
      @baptisteenfrin9572 3 ปีที่แล้ว

      @@WillRosen Ok I will try that, thank you again (and for replying so fast too)
      See you !

  • @PauloSamurai
    @PauloSamurai 3 ปีที่แล้ว

    We all need to use UV Packer addon

  • @PointlessGamer_xD
    @PointlessGamer_xD 3 ปีที่แล้ว +1

    You are the best!

  • @davestomper3428
    @davestomper3428 2 ปีที่แล้ว

    I wish this was in real time

  • @jasoncroukamp5328
    @jasoncroukamp5328 2 ปีที่แล้ว

    Thanks

  • @keshavtyagi712
    @keshavtyagi712 4 ปีที่แล้ว

    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 :(

    • @WillRosen
      @WillRosen  4 ปีที่แล้ว +1

      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!

    • @keshavtyagi712
      @keshavtyagi712 4 ปีที่แล้ว

      @@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?

    • @WillRosen
      @WillRosen  4 ปีที่แล้ว

      Unfortunately, I do not know anyone who can help.

  • @ApexArtistX
    @ApexArtistX 3 ปีที่แล้ว

    how to load material ID in quixel 2021

  • @Agent-zg5ec
    @Agent-zg5ec 4 ปีที่แล้ว +1

    Blender modelling with color id and mixer tutorial.

  • @varianterandom4257
    @varianterandom4257 3 ปีที่แล้ว +2

    eres el puto amo

  • @AgitAngst
    @AgitAngst 4 ปีที่แล้ว

    Great video. Subscribed! ;)

  • @archiestutorials8716
    @archiestutorials8716 3 ปีที่แล้ว

    Have you ever trued unreal engine 4? it's very realistic and not that hard to use (Once you get use to it)

    • @WillRosen
      @WillRosen  3 ปีที่แล้ว

      I haven't looked into it yet, but I do plan on trying it out in the future!

  • @onewayroad3765
    @onewayroad3765 3 ปีที่แล้ว

    Is quixel mixer free to use for commercial use ?

    • @WillRosen
      @WillRosen  3 ปีที่แล้ว +2

      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!

    • @onewayroad3765
      @onewayroad3765 3 ปีที่แล้ว

      @@WillRosen I'm using unity also. So using custom material is ok right?

    • @WillRosen
      @WillRosen  3 ปีที่แล้ว

      Yup, that's what I'm doing just to play it safe!

    • @onewayroad3765
      @onewayroad3765 3 ปีที่แล้ว

      @@WillRosen how did you import the downloaded free textures?

    • @WillRosen
      @WillRosen  3 ปีที่แล้ว +1

      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.

  • @emile7895
    @emile7895 2 ปีที่แล้ว

    why is baking necessary ? why not just export the mesh with its material ids into quixel

    • @radiocage
      @radiocage ปีที่แล้ว

      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.

  • @Chiu-Pin
    @Chiu-Pin 3 ปีที่แล้ว

    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

  • @BrainSlugs83
    @BrainSlugs83 3 ปีที่แล้ว

    I thought quixel was only free for unreal. Are you paying for it or am I mistaken?

    • @WillRosen
      @WillRosen  3 ปีที่แล้ว

      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!

    • @onewayroad3765
      @onewayroad3765 3 ปีที่แล้ว

      @@WillRosen whatever you make from quixel mixer is free to use for commercial use?

    • @phantomapprentice6749
      @phantomapprentice6749 2 ปีที่แล้ว

      @@onewayroad3765 Mixer is 100% free for everyone , only the megascans portion requires unreal.

  • @esbjornmonteliusrisberg6834
    @esbjornmonteliusrisberg6834 3 ปีที่แล้ว

    Great tutorial but why i dril. I hope it's not the dril

    • @WillRosen
      @WillRosen  3 ปีที่แล้ว +1

      Why did I model a drill? I needed one for a project I'm working on :D

  • @Skylla54
    @Skylla54 4 ปีที่แล้ว +1

    #newSubscriber
    Thanks, keep going😁🙌

    • @WillRosen
      @WillRosen  4 ปีที่แล้ว

      Thank you! :D

  • @rog5406
    @rog5406 3 ปีที่แล้ว

    Moving way too fast

  • @l3wyblue
    @l3wyblue 3 ปีที่แล้ว +1

    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.

    • @WillRosen
      @WillRosen  3 ปีที่แล้ว

      Sorry to hear, thanks for the feedback! I'll take this into account for future videos!