My problem is extremely simple, I don’t want to spend time making beautiful 3D models which are artistically textured. I am artistically impaired, and it’s a huge time sink to learn all the tools (Making high poly 3D models, making the low poly, baking, editing normals, making textures, making layers, creating maps upon maps, such as AO, displacement, subsurface normals etc…)
My dream is the following : I start with a 3D model, which is not even textured in any way (but has a normal map, thus has been UV unwrapped). I select some faces, and say “This is Material 1”. I select some other faces, and I say “This is material 2”, etc… When I am done, I just apply a material from a database to each of these parts.
So far, it looks just like something that can be done in UE4, right?
My main problem with the current workflow is the following, applying materials only work as long as you don’t have any details. For example, when you try to apply a “brick material” to a mesh in UE4, you will observe massive discontinuities, especially where the UVs don’t match. You can see an example here :
Of course, I could spend a lot of time having careful UV unwraps (note : I wouldn’t even know where to start) but I simply don’t want to do it. I don’t have the time. This is the exact contrary of me telling “This is material 1”, all the details I thought I could skip, I jump right back into them
However, when I looked at Quixel’s suite, consider how surprised I was when I saw this magnificent example. From what I understood, this is a procedurally generated material, which has the very interesting property to be a metal which is painted green, but on the “external” edges of your 3D model, the paint is gone and you can see the model underneath. My hope is that this has been fully computed from the 3D model.
I come here for the following questions :
- Have I been tricked by the Quixel video? Was there some textures I didn’t see which detail where the “external” edges of the 3D models are?
- If not, does Substance also do the same things?
From what I have seen of Substance, I have glorious procedurally generated 2D textures, but I still have my discontinuities.
Last thing I wanted to write down : I understand that there is no mathematical solution to mapping a 2D texture to a 3D model (as long as the 3D model is not homeomorphic to a plane). But we are here in the realm of illusions, I don’t care if the procedurally generated textures are hacks which blend things or whatever. I just don’t want to take care of that and have a decent looking result
Thanks for any clarifications!