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Texturing Noobie - Can Someone Help Me Identify What's Going On Here?

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I'm completely clueless when it comes to texturing pipeline, and unfortunately every tutorial I can find (Quixel or otherwise) is tech-specific (they explain the software, not the craft of UV'ing). I was hoping someone could at least help me put a word to some of these issues so that I can Google them further.

My pipeline:

  1.  Model in C4D (gave up on Fusion360 since UV mapping is really difficult without retopologizing to quads).
  2. Bounce to Unfold3D using the C4D Plugin
  3. Unwrap UV > Export as normalized .obj "with UV embedded" since it doesn't carry the UV back over into Cinema using the plugin for some reason.
  4. Import .obj into C4D, assign color IDs, bake textures, export Color IDs, AO, and Normal maps @ 4096 x 4096 16-bit PNGs, no pixel border. Export model as .FBX (2014).
  5. Import everything into Quixel. 4096 x 4096, bake curvature maps checked.

1) My models have weird mismapping (?). It changes as I move the light source around, and it always occurs on two adjacent edges but not the opposing sides. My UV, Color ID, AO, and Normal maps are all clean from edge to edge, but I get this weird backlight when viewed in PBR mode.


2) I'm getting strange artifacts on chamfered edges. It looks like weird twisting/projection mapping. Again, I only see this in PBR mode.


3) Certain flat surfaces have weird patterns to them. Edge wear is occurring in the wrong place. Part of me thinks this isn't due to my UV map because it's absent in other maps. I'm only seeing this weird masking in albedo and specular layers. Even then - why is this only happening to certain faces and not all faces?





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