Can you texture your work this fast?

dDo

Any chance Unity could include this in the IDE, please?

Tutorial Video

It does actually appear it would work well with the substance stuff.

I was thinking about using Substance in my work, but someone kinda talked me out of it…

That’s insane. I’m a sucker for tools like this, too, so I’ll likely end up buying it. Just as I bought Substance Designer.

Neptune_Imaging, can I ask how they talked you out of it?

Personally, what I’ve found is that I don’t really have the artistic talent to do things justice in Substance Designer yet. I haven’t given up, but it hasn’t gone nearly as smoothly as I’d hoped. (This is typical of me and artistic things, though.) I suspect this will happen in dDo, too, but we’ll see.

prepare to crap your pants this thing is sick. I love it I am already using the beta a bit and it is amazing. It is going to save a ton of time in texture development in the right talented hands :slight_smile: check it out I was amazed.

http://www.youtube.com/watch?feature=player_embedded&v=_mEitpwGv3w

Leme guess, windows only too.

Not even an artist but that looks amazing.

I know ND02 was amazing, if they deliver on this, it will be a game changer, excellent.
This is not something that is substance based (tho I guess you could plug some of the maps into a substance material) its using maps you generate through normal modeling process, then drop into photoshop, and they run a script/plugin overlay to edit it with.

dDO looks interesting for non artist!! sorry!! a well done texture can´t be surpassed by machine calculation!!! Artistc direction have much weight!!

Neptune_Imaging
Substance is something out of this world tool!!
Ballistic using substance!!
https://vimeo.com/53153791
Quantun conflict if the old name to Ballistic, check the video at 35’30" min!
https://vimeo.com/50895024

Cheers!!

The only real turn off is the price tag… I saw it in action… loved it…and I hope this tool will help in my game where the models take procedural damage

This is one of these tools, that are nice to have. But it is not something I desperately need.

I’ve just watched the videos and I’m still not clear on what the tool actually does?

Me neither, is it suppose to be like mudbox or mari ?

At first I was like, this is cool it auto generates textures . But it doesn’t, it ages it or something

I think its a semi-procedural texture generator/filter that allows you to save presets and apply them to multiple objects. I went through the features overview and I see tons of sliders.

http://www.quixel.se/forum/content.php?158-dDo-Feature-Overview/view/2

There’s a video on the bottom of each page. This one shows it in action:
http://quixel.se/content/Wiktor/customdetail/Untitled3.mov

I guess playing around with the beta would be the best way to find out. Whatever it’s doing… it looks cool :slight_smile:

What am I watching here?

I think that first 2 videos are a bit misleading. A lot of people seems to think it auto-generate surface texture out of nothing (the “make art” button!).

From the look of it, what it does is generate Specular/AO/Normal/Dirty Maps for you, with a some procedural texturing throw in.

Seems to me to be a bit like Substance or Filter Forge.

Very impressive, if i’m not with the wrong impression. I’ll take a better look to make sure.

I think it’s a lot like Substance Designer, but more automated. My impression is that you start with a model and a normal map, and it’ll let you set rules about how it will create the texture for it. There are certain parts that I’m pretty sure weren’t created by the program (the mechanics under the leg of the spider robot thing, for example) but the AO, weathering, etc was created by the program.

After thinking on it for a while, I’m betting I could do the same thing with Substance Designer once I learn it better and get some things set up for myself. It’ll be more work, but more customizable, too.

Basically it allows you to take data generated from your high res/low res model in a baking process (normal map, AO, cavity map) and allowing you to tag pixels as certain materials (by painting more or less random colors using the normal map as a guide). Then it uses that info along with material presets (such as metal, metal with chipped paint, wood, etc) that you define with sets of nested filters, and creates diffuse, spec, gloss, and height color info.

Based on the baked data and the low poly model it can reconstruct most of the info that the high res model had, as well as have AO info. these are what the set of nested filters look at to decide what to do. It would even be possible to do world space position and normal based calculations such as water stains from dripping water that fall in the “down” direction.

There is also another “weathering” layer on top of the material color generation to add dirt or whatever, but behind the scenes it works the same way.

Obviously this is not a “make art button” because it still requires the user to define the material presets, make the source data, touch up the results, and of course have good art direction and understanding of how to make good game assets. A bad texture artist is going to get bad results from this, unless they only use the example material presets that it ships with, which will become obvious to people looking at the textures after this starts to happen constantly.

Overall I think this is a good tool that almost completely takes the grunt work out of creating a base texture and allows the artist to only focus on what the result looks like, while also building their own library is material presets which they can use on other assets and projects.