Export Settings help- trying to export G8 character for use in Quixel Mixer

Does anyone know what settings I need to check off when I export my figure (with geomeshes) for use in Quixel Mixer? Is there some prep work or settings I need to change, or scripts I need to run before exporting?

I have searched, but can only find settings for other programs, and the settings don't match or don't work. I managed to get my figure in Mixer, but it was borked. Upside down, material zones were wacky, etc.

 

Please help!

Comments

  • Okay. So I got G8M into Quixel, but half the surfaces aren't accepting changes (materials or brush layers). I have tried exporting as .obj and .fbx and ticked boxes at random. I am at around 30 trial exports now and still cannot seem to figure this out.

     

    Someone please have mercy on me?

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  • cgidesigncgidesign Posts: 442
    edited January 2022

    My take on it - I assume your issue is that you did not switch to UDIMs (see attached picture 6-b.png).

    Edit:

    I read the Mixer webpage again and am not sure whether it should also work with "From Material" instead of only "From UDIMs". What I noticed is, that I can paint on all Materials when I am in 2D view but as you said it does not work in 3D view. When creating the Layer set from UDIMs it works in 3D and 2D view.

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    Post edited by cgidesign on
  • cgidesign said:

    My take on it - I assume your issue is that you did not switch to UDIMs (see attached picture 6-b.png).

    Edit:

    I read the Mixer webpage again and am not sure whether it should also work with "From Material" instead of only "From UDIMs". What I noticed is, that I can paint on all Materials when I am in 2D view but as you said it does not work in 3D view. When creating the Layer set from UDIMs it works in 3D and 2D view.

    I never tried changing the material type to UDIM! I spent all day yesterday trying to learn navigation in Blender so I could hop the bridge from Daz>Blender>Quixel but nothing worked. I had planned to do the same with Unity today.

    I can't wait to try these settings out. I'll let you know how it goes. Thanks so much for posting screenshots, too!

  • Checking in...

    The UDIM and export settings worked beautifully for the base G8M character. Yay!

    Now I am trying to export with the geografted parts (Cthuloid tentacles and God of the Sea lower body). If you look closely at the face, you can see there are three overlapping UV maps.

    I *think* the UDIM wrapping is set up that G8M has a zone labelled 1001, and so does the Cthuloid tentacles and the God of the Sea. So all three material zones are called 1001 and overlapping as one. When I set it to Material instead of UDIM in Quixel, the zones are there and separated for each part.

    I saw a Blender tutorial for renaming material zones, so I will hunt that down and try renaming them and post back. Looks like quite a few people have viewed this thread.

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  • cgidesigncgidesign Posts: 442
    edited January 2022

    I am no expert regarding geografts but I think your are right, that the uv of the tentacle is assinged to UDIM tile 1001. So, face and tentacle are on the same tile. That of coure does not work well. You might be able to solve this with Blender by creating a new tile and moving the tentacle geometry to that one?

    EDIT:

    Regarding the Material Zones vs. UV space. They are different things.

    Simplification:

    • The material zones (If you mean the "Surfaces" in DS) tell DS which vertices use which shader, texture etc.
    • The UV information tells DS where those vertices are placed in the total UV space.

    So, if you create a new UDIM tile and move the vertices there, their material information does not change but their position in the UV space does.

    So, I assume renaming the material zones in Blender might not solve your issue, but altering the UV layout might do.

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  • cgidesigncgidesign Posts: 442
    edited January 2022

    And one more. I think I understood how Mixer interprets "From Material" vs. "From UDIMS".

    These are generally two different ways to define the total UV space:

     

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    Post edited by cgidesign on
  • cgidesign said:

    And one more. I think I understood how Mixer interprets "From Material" vs. "From UDIMS".

    These are generally two different ways to define the total UV space:

     

     

     

    Thanks for explaining. I had no idea what a UDIM was until last week. I will need to go find a tutorial or two to figure out how to navigate Blender's UV viewport before I can test the possible fix. Thanks for taking some screenshots- it really helps me find out what I actually need to learn instead of fumbling my way through it.

  • cgidesigncgidesign Posts: 442
    edited January 2022

    Yep, searching for tutorials is the way to go.

    Another question you will encounter:

    Once you changed the UV / UDIM layout in Blender you need to get it back into DS.

    One way to do this:

    • export the obj with the new UV layout out of Blender
    • import only its UV into DS

    Default UV layout of G8 Male in DS:

     

    Importing a UV layout from obj (G8 male is selected in the scene):

    The imported UV layout is then available in surfaces

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    Post edited by cgidesign on
  • cgidesign said:

    Yep, searching for tutorials is the way to go.

    Another question you will encounter:

    Once you changed the UV / UDIM layout in Blender you need to get it back into DS.

    One way to do this:

    • export the obj with the new UV layout out of Blender
    • import only its UV into DS

    Default UV layout of G8 Male in DS:

     

     

    Importing a UV layout from obj (G8 male is selected in the scene):

     

     

    The imported UV layout is then available in surfaces

     

    I hadn't even thought that far ahead yet! >.<

    Thank you for anticipating this and showing me how it's done.

  • cgidesign said:


     

    Thanks so much for walking me through this. Following all your steps, I was able to get my figure set up and into/out of Mixer with relative ease.

     

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  • cgidesigncgidesign Posts: 442

    yes

    By the way, if you are ever going to use Substance Painter as an alternative to Mixer here is a link to a video covering the same topic:

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