Mossberg 500 Shotgun, modeled by me as part of a third year project at university.
Showing posts with label Quixel. Show all posts
Showing posts with label Quixel. Show all posts
Tuesday, 29 November 2016
Tuesday, 12 April 2016
Part Six: Ninja Kebab, First Person Shooter (CGA Year Two)
This post will explain how I created seamless materials using Quixel; for our game, Red Hail.
Using Razvan's final concept as reference I went about creating multiple materials; I didn't however just take materials straight out of Quixel's default library. I created my own by blending them together.
By adjusting the normal's I managed to create a nice effect on this white plastic. This material was the most important as it will be placed on most of the assets in scene. I also used dynamask to create depth.
| Painted Steel. |
I used ndo on this material to create repeating lines. This simulates (using a normal map) a bumped surface, I will place this both on cables, and panels.
I also created transparency maps to use in game. Transparency maps allow me to fake detail and create shapes that would otherwise be expensive on my tri count.
I created a black and white version of this grid, then placed it into the alpha channel of the specular. map. Then when it is placed in engine I can set the alpha to be transparent, making anything that's black on the alpha transparent.
![]() |
| Image placed into Alpha channel. |
I made the grid a 4k seamless texture using offset in Photoshop. However I forgot to take screenshots of this process. It is important for me to make this texture seamless so I can tile it in Unity if I need to.
Thursday, 10 March 2016
Quixel: Texturing Objects (CGA Year Two)
In today's class I learnt how to create and edit materials in Quixel.
All models were given to me by Phil, our tutor.
I used 3DO to view the material on the object.
I then used Dynamask to further adjust the way the material looked.
After I learnt how to use Dynamask I began work on a model using colour ID's. Colour ID's allow me to have multiple materials on the same object.
![]() |
| Me using colour ID's to specify where I want to place materials. |
Unfortunately Quixel can be unreliable and crashed multiple times whilst I was working.
However I finally managed to finish the project, leaving me with a nicely textured model.
Subscribe to:
Posts (Atom)



















