In this opening video we get a look at the project and what we’ll be setting out to accomplish with this fast-paced texturing beast!
We’ll start by learning the different ways to open or create a project in Ndo, Quixel’s normal map creation software. Whether you're adding detail to an existing map, or starting one from scratch, we’ve got you covered!
Now we’ll discuss Quixel’s layer system, and the best approach to the different types of layers it has depending on what you want to accomplish with your map.
We’ll progress into sculpting, both in layer functionality, and discussing Quixel’s sculpt layer process.
Finally, we’ll finish with Ndo by creating normals for text and saving out our maps for the move to Ddo.
We’re done with normal creation and on to Ddo, the PBR capable texture system in Quixel. Here we’ll set up Ddo, then take a look at 3do, the light weight viewport for our work. From there we’ll start developing the materials for our project from Ddo’s smart materials and Megascan data. We’ll finish by applying our materials and saving them as custom presets for future projects.
It’s time to discuss saving our project and the different ways to render out maps, both in Ddo and from Photoshop directly. Now that we have the maps we need, it’s time to get our project into a game engine!
We now import our plane and our maps into Unity, and Steve demonstrates a simple SciFi hallway that’s game ready!