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File: Quixel Mixer.jpg (2.92 MB, 2500x1817)
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I'm currently building a workflow including megascans mixer&bridge.

Mixer is super powerful and can produce insane textures in a few minutes.
Image attached is a bunch of R&Ds I did yesterday, each with ~30 minutes of work.

They are just using 2K maps and result in a 4K material, both options can be upped to 8K if needed.

Give it a try if you can, the subscription for the hobby version is 20$ a month.
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>>614880

Quixel mixer looks great, but the indie subscription is non commercial (unlike Substance). I think Quixel might be a good fit for open world games with lots of outdoors (due to the photoscanned assets and textures) but that non commercial license is killing me.
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>>614880
Detail and grunge doesn't mean something is high quality.
I bet if you tried to apply those textures in an actual scene, none of them would look like they actually exist in real life.
A simple street corner should suffice to show the point.
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File: 1504539506962.png (19 KB, 512x512)
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quixel seem determined to scan every material on planet earth, is procedural losing its niche?
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>>614880
only the bottom right looks good
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Il love it when people conflate pbr shaders and bloated textures with super powerful. It gives me a great laugh.
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>>614880
oh god the tiles+puddles one looks so bad
congrats OP, you've overall just achieved messy noise
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>>614927

Of course not. It is however much faster and more direct to create a base there than it is to endlessly plug in maps in something like hypershade.

Even if it's just for lookdev, concepting or storyboarding.

I am probably making the mistake of taking this board too seriously.
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>>614907
There is an upgrade available as a one-off payment of a couple hundred bucks - make your shit as freelancer, then if you start selling as a game dev pay for the upgrade.
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>>614880

Good lock using the top 2 mats in a game/large scene, it will look tily as fuck.




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