Join Christian Bradley for an in-depth discussion in this video Create the ID and ambient occlusion map, part of Creating PBR Materials with Blender & Quixel.
- [Voiceover] Let's talk about those map types…that we need to feed into Quixel…so that it can apply the surfaces correctly to our model.…The main one that we need is our ID map…and that's that map that's going to tell Quixel…which surfaces or which materials…will go on what part of our model.…The other part is our Ambient Occlusion map…and that's going to tell Quixel…where the contours of our model are…so that it can apply things like rust into the grooves.…So I've opened up my model here in Blender.…
This cannon model is what we're going to be using…throughout the series.…There's a couple of things about the model…that we'll start with, and…getting your model set up correctly…is going to be important for getting it into Quixel…so Quixel's happy with the UVs…and the surfacing on your model.…The first thing is my model is two different parts.…I've got these tool pieces on either side…and I've got the rest of the cannon,…which is the body and the wheels and the barrel.…Now, when we export this as an obj object…we can combine those two objects into one obj.…
By the end of the course, you should be excited about and more comfortable with the Quixel Suite and the Blender import and export system. This workflow is suitable for game assets, models destined for animation, visual effects, and more.
- What is PBR?
- Exporting a mesh from Blender
- Loading maps in Quixel DDO
- Making textures with DDO
- Setting up lighting in 3DO
- Flattening materials
- Using NDO
- Sculpting and painting normal maps
- Finishing materials with dust, dirt, and patina
- Rendering the project in 3DO