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nDo Photoshop update ?

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Any sign on an update for Photoshop 20.0 (2019) ?

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Answered: Similar or let's better say almost the same decal twice in the shop

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Hey Quixel Team,
First of all i'm a huge fan of Megascans and the Mixer! It's just a lot of fun to create new texture variations from existing megascans textures in my library. I'm also a huge fan of megascans decals, which brings me right to my topic, with almost 500 megascans in my library it is easy to loose the overview of all the scans i have alreday bought. So It's not untypical to buy kinda similiar or different variations of a scan i alreday own, which is not a problem at all for me. But buying bascially two times the same decal, which was obviously just slightly changed, is not really cool. In my option it is even slightly questionable to put like two times the same decal for sale on the shop.

The second is kinda the "original", the first one is clearly the same just with some deleted parts. I mean this is something we all can do by our self by just painting over the alpha channel. Where is the point to have basically two the same decals in the megascans shop ?






Unreal 4.21 Plugin

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Any eta on 4.21 plugin?  Megascans is the last plugin I need to update before migrating....

Quixel mixer textures in UE4 marketplace

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If using textures out of the quixel mixer on a freelance license are used in a UE4 marketplace asset, ie plaster on a building set or something, is that allowed in the ToS? I assume not, but just checking in case. 

Answered: Use Quixel megascan textures in Skyrim or Fallout 4?

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Hi everybody. Unfortunaly I am still a complete beginner, hope somebody can help maybe.
I recently got to know that a guy who makes mods for Skyrim SE constantly uses different textures of Quixel megascans to use as ground textures in his game. He says though that its unfortunaly not as easy as just exporting it, it would still need some work in gimp since skyrim "doesn't support any maps except diffuse and normal" he said, I have no idea how it is for Fallout 4.
Somebody has an idea how that would work exectly and how I could use the Quixel megascans texture as a ground texture in my Skyrim and Fallout 4 after all? (like this one lets say for example (https://megascans.se/assets/sbhit3p0)
Thanks in advance

Are Megascan allowed for resell?

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There was an old topic about to use Megsascans in commercial way (as i understanded reselling is allowed under different aspects(https://polycount.com/discussion/comment/2126299#Comment_2126299 )), but im totally unclear about its allowed to strongly modify Megascan like rocks, cliff with new topology some changes on textures and then resell it on marketplaces. What are the legal's about it?

Painting metal rivets on fabric texture

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Hello all,

I haven't been able to figure out how to make the texture for a medieval brigandine and would appreciate any suggestions.

It looks like this:



I have the mesh ready, the problem is with those metal rivets. I need a way to pattern-stamp clusters of 3 small circles which affect the diffuse, specular, and normal maps.  I don't think I can use id maps because none of this detail is present in Blender, I want to do it all in the texture. It is going to be a wearable item.

Can I edit the id map by hand, outside of Quixel, stamping in the rivets as a different color, then assign that color to a metal texture? Or is there some technique within Quixel for painting across all 3 maps at once? It has to be exact because I want the normal to show that the rivets are not flush with the surface of the garment, by lying on the circumference of each circle.

I really do need to figure this out because many of the textures I have to create involve painted details of a different material (hinges on a door, fastenings, so on).

Thanking you in advance!

Albedo as IDs and missing other Base Materials- Problem

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I dont know what is wrong with my ddo. But i have been having issues with Base materials missing and albedo as IDs. If anyone can help let me know. thx in advance. ( im using cs5)( also all up to date on Quixel)


[Quixel] Multiple UV channels?

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Hey folks, 

I have a model in Blender that has two UV channels (didn't build it myself, else it would have been just one) , I would like to use Quixel to create some PBR materials for it, but the Normals are from one UV channel and the other maps are from another. I have looked into it, but can't seem to find whether or not Quixel Suite supports multiple UV channels.

Hopefully, all of you with greater experience than I can help me out!

Answered: Quixel bridge issue, failing to download assets

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I have problems downloading any asset on the Bridge, every time says that the download has failed, anyone with the same problem? 



 

Suite 3.0 - when?

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hi there,

Quixel Suite 3.0 (beta) was kind of announced march this year - like 9 month in the past.... what is the status on this? still in closed beta? any ETA?
meanwhile, Quixel came up with Megascans, Mixer and Bridge - maybe they did not even develop their suite product anymore? or was it delayed, because of all the other products - who knows?

Would really love to see improvements to Suite (speed wise). Even on a Ryzen 7 2700x and M2 SSD, 16GB RAM, GTX 1070 DDO is really slow.
applying a material takes like 15 seconds - other PBR texturing apps get this done in like... 3 seconds. and this is just apply, not speaking of doing masking and small tweaks. overall, workflow is too slow (only baking and painting is ok)

quixel website

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what happened to the quixel site?

All the resources I'm used to having redirects back to the home page which now is all megascans. You have to go to the very bottom for suite

Suite docs are gone. 

My updater wasn't loading and keeps on crashing suite so I wanted to do a clean re-install, but all downloads of suite seems to be gone as well.

I'm not going to speculate on the implications of this in regards to future of suite--I just want to be able to reinstall and update my my product back to the way it was and hopefully have it work with either photoshop 2019 or 2018.

Quixel Suit opening Behind Photoshop

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I think this question has been answered before but the answers have not helped at all. The Quixel Suit tool launcher keeps opening behind Photoshop. I am running Quixel Suit 2.3.2 and Photoshop CS6. Most answers I have seen involve downgrading your Photoshop version to CC2015 but I am not using CC. I have tried another solution of running Photoshop as admin then closing it and running Quixel Suit, which did not work for me either. I've restarted my computer, Photoshop and Quixel Suit countless times and it keeps happening.

I tried to run DDO regardless, which opens inside Photoshop but it loads as if it opened a blank project and the buttons do nothing until I eventually get this crash error:

Not too sure how to fix it apart from reinstalling, I have been using Quixel Suit with Photoshop CS6 for over a year now with no problems and now I can't use it. I apologies if this has been asked to death but nothing is working.

Thanks

Basic layered material demo walk thru using Bridge Houdini Livelink

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Hi
Have watched the Houdini bridge  demo twice now but am confused as to how to exactly mix 2 materials using the Bridge Houdini Livelink feature.
In my case I want to simply layer a grunge texture on top of a marble texture.

Also with Redshift is it necessary to use the Triplanar workflow when mixing materials or can I use the Redshift textures workflow(with  UVs)?
Any examples, .hip files most welcome!



Issues Importing into 3DS Max 2019 and Maya 2018

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Hello all. 

Please forgive my lack of knowledge, I am a system administrator for an organisation and am not particularly versed in Creative programs. 

I am trying to deploy the Quixel Package and have tried a number of different ways. Ideally I want the Quixel Library to be read from a network drive. I have two issues so far. 

I have deployed the Library to a mapped drive, Quixel bridge recognises the directory and is able to download the library with no issues (After restarting Bridge). I go to Export one of the downloaded textures. I select 3DS Max for the application and copy the resultant script into 3DS Max. The script is executed and I get the Megascans toolbar. I import with the V Ray option. Click Export on Bridge and the Export is successful. 

However when I go to 3DS MAX I get the following Script error. 

--------------------------------------------------------------------
"Traceback (most recent call last):
  File "W:\Megascans Repository\support\plugins\max\3.11\MSLiveLink\MS_API.py", line 345, in leaveEvent
    self.savePrefs()
  File "W:\Megascans Repository\support\plugins\max\3.11\MSLiveLink\MS_API.py", line 363, in savePrefs
    with open(os.path.join(self._path_, "Settings.json"), 'w') as outfile:
IOError: [Errno 13] Permission denied: 'W:/Megascans Repository/support/plugins/max/3.11/MSLiveLink\\Settings.json'
Traceback (most recent call last):
  File "W:\Megascans Repository\support\plugins\max\3.11\MSLiveLink\MS_API.py", line 345, in leaveEvent
    self.savePrefs()
  File "W:\Megascans Repository\support\plugins\max\3.11\MSLiveLink\MS_API.py", line 363, in savePrefs
    with open(os.path.join(self._path_, "Settings.json"), 'w') as outfile:
IOError: [Errno 13] Permission denied: 'W:/Megascans Repository/support/plugins/max/3.11/MSLiveLink\\Settings.json'
Traceback (most recent call last):
  File "W:\Megascans Repository\support\plugins\max\3.11\MSLiveLink\MS_API.py", line 345, in leaveEvent
    self.savePrefs()
  File "W:\Megascans Repository\support\plugins\max\3.11\MSLiveLink\MS_API.py", line 363, in savePrefs
    with open(os.path.join(self._path_, "Settings.json"), 'w') as outfile:
IOError: [Errno 13] Permission denied: 'W:/Megascans Repository/support/plugins/max/3.11/MSLiveLink\\Settings.json'
-- MAXScript ExecuteMAXScriptScript Exception:
-- Type error: Call needs function or class, got: undefined
-- MAXScript callstack:
-- thread data: threadID:9368
-- ------------------------------------------------------
-- [stack level: 0]
-- In top-level
Traceback (most recent call last):
  File "W:\Megascans Repository\support\plugins\max\3.11\MSLiveLink\MS_API.py", line 154, in InitializeImporter
    self.initAssetImport()
  File "W:/Megascans Repository/support/plugins/max/3.11/MSLiveLink\MS_Importer.py", line 177, in initAssetImport
    MaxPlus.Core.EvalMAXScript(render_setup)
  File "C:\Program Files\Autodesk\3ds Max 2019\MaxPlus.py", line 37184, in EvalMAXScript
    return _MaxPlus.Core_EvalMAXScript(*args)
RuntimeError: MAXScript evaluation failed
Traceback (most recent call last):
  File "W:\Megascans Repository\support\plugins\max\3.11\MSLiveLink\MS_API.py", line 345, in leaveEvent
    self.savePrefs()
  File "W:\Megascans Repository\support\plugins\max\3.11\MSLiveLink\MS_API.py", line 363, in savePrefs
    with open(os.path.join(self._path_, "Settings.json"), 'w') as outfile:
IOError: [Errno 13] Permission denied: 'W:/Megascans Repository/support/plugins/max/3.11/MSLiveLink\\Settings.json'"

---------------------------------------------------------------

My best guess is that there are two errors here. It appears 3DS MAX Requires more permissions to read from the network drive, I already have Read access. Do I need Write and/or Modify?

In Maya I get similar errors with permissions. 

So I tried to the same thing, but instead of reading the library from a network drive, I tried from a local drive which I have full control of. This is the resultant error in 3DS Max 2019. 

---------------------------------------------------------------------

-- MAXScript ExecuteMAXScriptScript Exception:
-- Type error: Call needs function or class, got: undefined
-- MAXScript callstack:
-- thread data: threadID:6472
-- ------------------------------------------------------
-- [stack level: 0]
-- In top-level
>>> Traceback (most recent call last):
  File "C:\Megascans Repository\support\plugins\max\3.11\MSLiveLink\MS_API.py", line 154, in InitializeImporter
    self.initAssetImport()
  File "C:/Megascans Repository/support/plugins/max/3.11/MSLiveLink\MS_Importer.py", line 177, in initAssetImport
    MaxPlus.Core.EvalMAXScript(render_setup)
  File "C:\Program Files\Autodesk\3ds Max 2019\MaxPlus.py", line 37184, in EvalMAXScript
    return _MaxPlus.Core_EvalMAXScript(*args)
RuntimeError: MAXScript evaluation failed

-----------------------------------------------------------------------

In Maya loading from the local drive I get no error and it loads correctly. 

Thanks for looking, any help would be appreciated! 

Can't import a mesh of any kind.

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I tested with Modo, Maya , Max, all the different years of FBX.... Obj and  re-installed. three times now.   at a loss here. My meshes throw errors.

which is a issue I seen others have before, but  everything people recommended or worked for them did not fix the issue.


This is the error I get

https://support.quixel.se/hc/en-us/articles/207438965-SUITE-crash-Error-importing-file-FBX-Tokenize-offset-0x34-

 but as I said  changing FBX years, does nothing. installing it again, and un-installing, does nothing. 


any help would be great.

Using 2.3.2  Suite 2.   Windows 10... CS6.

Some general Megascans questions

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I notice the industry using a lot of Megascans these days. After spending some time searching the site, I notice theres a lot of separate leaves from trees and not full branches. To make trees using Megascans and Speedtree, are people just grabbing the leaves and assembling them in into a custom branch in photoshop and then importing into Speedtree?

As for decals...I notice Megascans has a ton of decals as well. Most things you would just model out like wood planks or pieces of garbage. Isn't it better to just model these out? Or is it fine to just have these on a decal with displacement? That just seems like a lot of polys when it can just be modeled. 

Thanks for the help guys.

What is Quixel Suite and Mixer?

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I'm apologize in advance for such a noobish question, but i have to start somehow, right?
So, what's the difference between Suite and Mixer? Both are plugins for Photoshop, both doing texture painting, but what’s the difference? Official site doesn’t have any info about Suite, but Quixel shop have it. Is Mixer a modern version of Suite?

Quixel not importing on PBR Metalness (Disney)

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Hey there! thanks for reading.

I'm having quite some trouble trying to export my textures. Even when  Quixel does the whole process of exporting the texture to the selected folder there's nothing there. Just nothing, nada, an empty folder. So, yes, first thing I checked out was if I was really exporting to the folder I had open (you know you can miss things like that sometimes). But everything seemed to be set properly and I was in deed looking at the right folder.

Any ideas of what might be causing this?
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