After baking out all the required maps they were plugged into Quixel alongside the low poly version of my gun model. Quixel uses the colours on the Colour ID map as a mask to assign different materials to the texture map. I also set up Quixel to generate materials for use in UE4, the target platform for my game.
Testing the creation of the barrel texture in Quixel.
To enhance the basic materials I added weathering and dirt effects such as the tarnish on brass elements, edge wear, and even a blood splatter on the bayonette. These details are applied in Quixel using the normal and cavity maps which mask off cavities and edges.
The maps plugged into Quixel on startup tell the program which areas to mask.
The fine details sculpted in Zbrush are really enhanced by adding dust and ingrained grime to them. This weathering also gives the final texture a realistic 'lived in' look.
Finishing the handle in Quixel. A weathered effect on the grip gives an aged/used appearance to the model.
I continued to work on the pistol making sure the level of detail on each element was consistent. The preview window in Photoshop gives great feedback on how the finished model will look in UE4.
Finalising the model in Quixel.
Once I was happy with the results the maps were baked out for use in UE4. Quixel saves a lot of time creating fine details that would have previously been done by hand. I'd used this workflow before to create a revolver but I wanted to perfect it through practice and repetition, and this project (as well as being a viable game idea) was designed to give me that opportunity.
The final texture maps exported from Quixel for use in UE4.