I have been searching for a good workflow for testing out different color palettes for existing video game designs.
I have finally found a relatively pain free method of testing different color palettes and applying them to entire games. I will be making a video tutorial about this in the future, but before I get to that, I thought I would already explain the basics of the workflow.
Did you create some texture maps in Quixel and wanted to use them in Blender’s new EEVEE render engine? You plugged them into the principled shader but the outcome looked very different from what you had in the 3DO preview of Quixel? Maybe especially the metals looked way too dark and almost black?
Here is a simple workflow that seems to work pretty well between Quixel and EEVEE:
1. When you create your project, make sure you choose the metallness workflow.
2. Add your materials.
3. Export with the exporter into PNG files using the Metalness PBR (Disney) -preset.
1. Give your object a material with the principled shader.
2. Plug in the following texture map files into the following inputs in the principled shader:
-Albedo to base color
-Metalness to metallic (set node to non-color data)
-Roughness to roughness (set node to non-color data)
-Normal to normal map node and that to the normal input (set node to non-color data)
Now your metals and other materials should look pretty close to how they looked in Quixel 3DO.