![]() ![]() Depending on which software you’re using later for texture creation you need slightly different maps, however most of the time a normalmap and an ambient occlusion map are the bare minimum for Substance Painter/Quixel dDo.įor baking I usually use Blender Internal, Cycles or XNormal, which is a really powerful, free application and produces superior results to Cycles in some cases. If you’re not a friend of the additional work required to get a lowpoly model or just want to showcase your highpoly one, don’t worry, Sketchfab handles models up into the millions of polygons just fine!Īfter the model is finished and unwrapped it’s time for baking maps. ![]() Based on this a lowpoly version of the model is created and UV unwrapped. Since I usually create assets for real time use cases like games or augmented reality applications, I first create a highpoly (=high polygon count) model with lots of details. So let’s start by creating the model in Blender. That’s pbr in a nutshell, please refer to the links above for more detailed explanations. You can easily turn a roughness texture into a glossiness texture by just inverting it and vice versa. The roughness/glossiness maps are black/white textures used to control the “sharpness” of the reflections. White parts of the metalness texture mean the material should be treated as a metal and black parts are non-metals, easy as that. The main difference is that the Specular Workflow utilizes a “specular texture” (a rgb color map) to control reflection amount/color, while the Metalness Workflow relies on a “metalness” texture, which is basically a black/white map. They both make use of a base color texture (commonly referred to as “albedo”) as well as a normal- and ambient occlusion map. What’s important to know is that there are two workflows, commonly referred to as “Specular/Gloss” and “Metalness/Roughness” workflow. Every Smart Material is ready to go right out of the box and completely free to use.I’ll skip the theory behind physically based rendering/texturing for now, since there are very good explanations around, and freely available to anyone. The newest Smart Materials added to Mixer include metals such as aluminum, oxidized iron, and gold, fabrics such as denim, linen, and camo gear, and a plethora of plastics, rocks, woods, and leathers. So whether you want to change the color of a surface, adjust the amount of dirt and grime, or even change a plastic surface to a metal one, Mixer’s Smart Materials are designed to make your texturing experience more efficient than ever without sacrificing any of the control. In addition to color layers and procedural masking, Mixer’s Smart Materials also leverage scan data from the Megascans library, offering the perfect balance of real-world surface values and dynamic, procedural masking to generate stunning results.īest of all, these finely-crafted materials are 100% customizable. These materials utilize Mixer’s robust Mask Stack, allowing them to dynamically adjust with whatever model or surface you have in your scene.Įvery Smart Material is carefully crafted and vetted by some of the best artists in the industry, ensuring that not only is the look and feel of the texture top-notch, but that it’s also efficient and functional to use. Smart Materials are multi-layered materials that you can import into your Mix with just a single click. ![]() What’s more, Unreal Engine users also have access to the entire Megascans library for free within Mixer. Mixer is available to anyone, for free, forever. ![]() With a vastly streamlined texturing experience, you can design Smart Materials, 3D paint meshes, and create tileable surfaces, all within a single application. Quixel Mixer is a free tool that seamlessly fuses scan data, physically-based rendering (PBR) painting, and procedural authoring. ![]()
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