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How to fix broken textures problem?

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5 comments

  • Anna King

    Hello, Serge Almazov! Thanks for providing those screenshots, I appreciate that. I took a look over them and the separation in the model shown is occurring due to having displacement enabled, which can be toggled on/off using the D key. However, for the other texturing issues, I recommend reaching out to the Blender community for support with the UV map shown. If you have any other questions for me, please let me know!

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  • Serge Almazov

    Honestly it is more related to Mixer than to Blender I do think. The topic is somewhere in between.

    That's what I have at the moment.

    Now you can see that certain textures applies better than another. It's not the Blender issue, but Mixer 99%.

    I need to mention that I improved a bit situation by subdividing the mesh entirely. I don't know why, but Mixer likes it more than low poly version, but it's still not enough.

    If somebody could explain it I would be appreciated :)

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  • Anna King

    Thanks for taking the time to get back to us and for providing the additional screenshots of your project!

    Judging by your screenshots, Mixer appears to be working as expected; the faces that make up the roof and siding are being displaced and that displacement has improved with the additional tessellation you've added by further subdividing your model, as shown in your most recent post. In addition, the Asset ID map appears to be working as each layer is assigned a texture-based upon the color ID as seen in the mask stack.

    Please note, however, that there are a few things that you can edit in order to further improve the fidelity of your assets when working in Mixer. The first of these changes would be to increase the area utilized in your UV map. As it currently stands, much of your 0-1 space is left empty. The more space your UV islands occupy, the higher the fidelity of the textures will appear on your model.

    You may also consider altering the overall layout of your UVs as some of the shells are not facing in the same direction as others and this can affect the "continuity" of tileable textures as they cross the different sides of your model. Lastly, your UV shells may be capable of being further relaxed, as the pink areas that make up your roof do not appear to be the same size (and therefore will not be of the same resolution) as the sides of the triangles that make up your peaks. I recommend searching for videos on YouTube that cover UV Layouts and Texel Density, such as the one linked below.

    Please let us know if you have any other questions or concerns and we'd be happy to assist!

    https://youtu.be/ZL5nToMpjp8

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  • Serge Almazov

    First of all, I want to say "thank you" for your answers! D key helped! So as I understood it properly it was a displacement option enabled accidentally in Mixer. If you have any links to learn about displacement and in what cases it should be used I will be very appreciated.

    Looks better!

    Texture quality is not so good. Probably because I used 2K texture instead of 4K or 8K. And texture looks "flat", but anyway it's better than before.

    With D (displacement) key enabled.

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  • Serge Almazov

    I post it here just in case it could probably help others with the same problem. I still don't know the effective solution, but at least I can share my ideas how to solve them.

    Like mentioned above the problem was with a displacement.

    If you're wondering where it can be found, take a look at this screenshot

    Strength is the option to increase/decrease the influence of displacement of a texture.

    Moreover I understood the thing, that in my case I should remodel and improve my mesh if I want to use displacement texture here because in any case there will be "gaps" and "holes" in a texture of my model

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