[Style Swap] Material Atlas
Hello! I just found out about the contest a four days ago and immediately decided to participate and get to lern the quixel mixer. And since the Planet created for this challenge the day before yesterday:
as I understand it, is not very suitable for this competition, so I decided to find some sort of no less interesting and unusual topic.
I was thinking all day yesterday about a new topic. And I decided that it would be very cool to do what is immediately possible to apply in production. I was incredibly rapt with how easily Wiktor Öhman recreated Dust 2. It was the most amazing thing I saw in the last few months. So, reflecting yesterday on the topic for the contest, I thought, why not try to repeat it. It seemed to me that it would be great just in a few clicks after creating the material to turn the location from stylized to realistic. But since, as I understand it, only one material can be shown, so I found a way out - to create an atlas.
As a basis, I decided to take a 4x4 atlas with a resolution of 8k. part of which (3x3) will be occupied by basic materials, and the rest of the space is reserved for trim sheets and additional elements. Created basic markup just to make sure it’s easy:
After that I proceeded to photogrammetry the environment of the game. As a location I took one of my favorite map in overwatch - Ilios Lighthouse. I created about 200 screenshots and uploaded them to the free application for photogrammetry - Meshroom. Since this is my first experience with photogrammetry in general and with Meshroom in particular, nothing really happened the first time. After that, I recreated about 200 screenshots, but in a more orderly fashion, and got a result that suited me perfectly:
After that I started creating the first floor surface material. After several unsuccessful attempts to get what I want, I got something similar to what I need:
Now I'm starting to create the rest of the materials. Be that as it may, this will be a great experience for me. And if in the end I get exactly what I originally intended, maybe this will show even more possibilities for using Quixel Mixer.
P.S. This is just my second project in the application, and I no longer want to part with it anymore :D .
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For the third type of floor surface, I decided to use the cool function "texture from image". I took a screenshot of the required surface:
then, in the graphics editor, making the image black and white and editing it slightly, I got an image that I used as a height map:
I took most of the settings from the previous surface (only replacing the colors), because they are quite similar in content. It turned out quite similar:
Next in line... :D -
Finished work on the fourth type of floor surface for my material. There were difficulties with creating tiles of different sizes. All that worked out was to simply subtract one type of tile tiling from another. For a long time it was not possible to do something similar to cracks. But in general, it turned out something more or less satisfactory:
It remains to make the last floor surface - sand, and it will be possible to move on to the surfaces of the walls ... :) -
This is a really great and unique idea! The rules are one material, but there's nothing that says you can't make an Atlas :) - Your final submission render must be the material alone, so keep that in mind when making this material. That being said, you are free to submit however many additional images you want, such as a small scene with that material.
Good luck!
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Thanks for the feedback, Josh! I took that into account. Indeed, despite the fact that this idea, it seems to me, is quite interesting, however, it will not be very successful to implement it in the form in which I originally planned, within the framework of this competition. Therefore, I decided to slightly change the way the idea is implemented. The new task has become even more difficult, but even more interesting. While in the initial idea it was only necessary to make an atlas, and everything else would be implemented using models and sweeps (which is not very suitable for the competition, since the goal is to create interesting material), then a new idea almost everything depended on Quixel.
This was a real challenge for me! But I managed to bring it to the end! It remains to replace the materials with realistic ones :)
First, I looked at a lot of elements at the level, tried to understand how they are arranged and created many screenshots. after that, I selected the most interesting elements and put them together. it turned out to be such a Frankenstein)), which I used as a reference:
and here is what I got: -
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Did a lot of work. In places it was not clear, in some places it was difficult, sometimes one or another function was missing, and sometimes the application crashed while trying to save the file and deleted hours of work done. But overall I really liked the application! I especially liked the ability to quickly replace materials and save materials to the library. You can just change the material a little, re-save and load into the project with same settings - this is very cool! I am waiting for the opportunity to work in several windows so that I can change the material and immediately see the final result. :)
There are a lot of opportunities that you may not even suspect from the beginning, and when combining these or other modifiers, get absolutely incredible results. I spent these two weeks almost completely studying the mixer. And I can say that despite the fact that he still has to develop and develop, now it is a very powerful tool for creating very high-quality interesting and cool things!
I am very grateful to the Quixel team for this contest! Otherwise, I would not have met such a wonderful application as a mixer and did not get so many new impressions, new experiences and great emotions. And I’m very glad that a lot of unique and high-quality work was done by the participants. Thank! I had a great time! :)
#RoadToQuixelMaster -
Stylish:
https://youtu.be/xqi8efK7kEk -
Realistic:
https://youtu.be/g7au090lFS8 -
You can see the higher resolution images on my artstation page:
https://www.artstation.com/artwork/OykoBw
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