Blender / Quixel Mixer / UE4 workflow

  1. I make them manually. Especially because more often than not they arent different materials in blender, since texturing in blender is wholly pointless.
    You have a limited range of colors, about 128 give and take. But you need to save files in png16 to be able to have the tints read in mixer.

Yes, if you need to make changes to the model, either you don’t change the UVs at all, or you need to re-do the mask.

a possible improvement here would be to create an addon that stores the colors in the vertex colors, and/or baking out the vertex colors to the UV image. Not sure something like that exists yet, but it can.

  1. I just added a custom button to my blender plugin for it that sets the correct mixer export settings.
    however you misunderstand how things work. Your textures won’t be backwards because of a different import axis. The model is a model. How you paint it, you paint it. Unless you scale by -1 nothing is changing. An import axis is not a scale factor.

I’m considering making a small addon to use the vertex paint bake as a way to color a mask and retain the color data of the mesh. However this data needs to be voided before you import in engine, so its not the “cleanest” approach. Its also limited to vertex obviously, so in reality I will probably just stick to texturing and mapping ID manually.

There is also a 3rd way, which is to map the different blender materials. This Also works like vertex paint (only full faces can be painted) but you need to remove all the materials before export, making it a painful process - from which you can’t go back without a copy of the original object.