It was possible to type in asset unique ID in Bridge and find it that way, that does not work in FAB. It was a useful thing to have.
Second’d.
Fab search is awful.
Using Quixel ID was extremely helpful, now all the megascans assets are a huge mess to browse and find.
We’ve been using Quixel ID extensively on our project to track assets we already imported, mainly because the Quixel naming is so generic and the same name is used on multiple assets, that it’s practically useless.
Furthermore:
Now in order to download an asset to use in our pipeline I have to
1 - download two packages (Raw and zTool)
2 - Manually create a folder with the asset name
3 - extract the two archives
4 - start my work
That’s several steps and multiple clicks before I get to the point where previously I could download multiple assets at once with a few clicks and be set to work.
From a user perspective, Fab is absolutely awful and reduced my efficiency dramatically.
(Also: There are no longer preview images in the Quixel archives, so now if I forget what is what, it’s impossible for me to deduce by the generic name or search the Quixel ID, and I have to open the assets one by one to find the one I’m looking for… truly terrible experience)
Also what makes things even worse is that some assets are simply missing. Second marble surface that I can clearly see is missing on fab. Fab.com is atrocious. You manually look for something only for it to not even being there in the first place because it was not carried over from quixel for no reason at all.
Exactly. Lets say you have a project with “Small Rock” that has 2k textures. Now you want to upscale to 4k textures. Good luck finding “Small Rock” as there are 100’s with that exact name.
Perfect example showing how quarter baked Fab really is. Outside of the fact we need Bridge back.
Thanks for that feedback - I’ve shared it with the team.
There are countless surfaces missing on fab like this one https://quixel.com/megascans/home?assetId=tjciagvn
Any specific reason for that?
@kotlet Apparently they removed all textures with “sub-par” heightmaps. Again, ridiculous, as those textures need to be legacy to be backwards compatible.
Yeah also if project/assets change owners or there is some legal status change like private into LLC suddenly new entity cannot acquire license for assets because they no longer exist in the store.
How this level of incompetence can be allowed I have no idea.