TOP PICTURE – Okay, got a lot more work done on cleaning up more UVs. 

( Long story short… got into Quixel and found several issues with the UVs.)

SECOND PICTURE – Once i got all of those pesky UVs cleaned up, I created the ID Material Map for Quixel. This is the map that it uses to help identify which materials go to which UV coordinates. I did this very quickly and therefore I found out that breaking these down into groups will give more control over material work in Quixel. 

THIRD / FOURTH PICTURE – I quickly laid down some quick smart materials to get an idea of what the PBS shaders would do. Not bad, not bad at all. This picture is Quixel rendering with the PBR standard setting. 

FIFTH PICTURE – This is the same set, but this is a render using the Unreal Engine 4 preset render. 

KEEP IN MIND… I have done ZERO Zbrush sculpt work. That comes this weekend! 🙂 

That’s it folks, I’m tired and going to sleep.

Liked it? Take a second to support Papalati on Patreon!

Published by


I'm just a small little character artist in this big world. I like making characters and places come to life; either through my concept art or character designs. I mostly use Sketchbook Pro for concept art and Zbrush, Maya, Substance, etc for everything else. If you happen to like what you see here, go ahead and subscribe and or email me and hire me for a project! Thanks!

Leave a Reply

Your email address will not be published. Required fields are marked *