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[TdT] Quixel Mixer Texturing Guide for SnowRunner

If you are into modd*ng and looking for free alternatives to Substance Painter for baking textures, Quixel Mixer is one such alternative. This guide is meant to cover the bare minimum information that can help in using Quixel for SnowRunner modding.


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  • Quixel Hierarchy

    • In Quixel, you organize your work into Projects and Mixes
    • One Project can have multiple Mixes within
    • The following are just guidelines and don't have to be strictly adhered to:
      • You'll typically create one Project for each vehicle/trailer that you are building
      • Within that Project, you'll typically create one Mix for each Material
      • Example:
      • Projects&MixesExample

  • Create Project

    • There are no attributes to specify apart from the name and is just a logical grouping.
    • Add Project

  • Export Fbx

    • Pick a material in your 3D editing software for which you want to do the texturing
    • Select all objects linked to that material, redo the UVs if required and export them as a single .fbx file

  • Create Mix

    • Create a mix for the above material in Quixel
    • New Mix

  • Import Fbx

    • Once the mix is created, navigate to the Setup tab
    • Under MODEL SETTINGS section, for the Type attribute select "Custom Model" as the value
    • Click the folder icon against the Model attribute and select the .fbx file exported for this material from your 3D editing software
    • Import Fbx
    • The settings in the Display and Performance tab have no impact on the textures you are going to generate, but purely affect your experience in using Quixel especially the 3D ViewPort.

  • Setup & Configure Layers

    • You can proceed to add and tweak as many layers as you need for your textures
    • Layers
    • This guide will not explain how to configure Layers using Quixel and you should be able to find enough learning material on the web
    • However from a SnowRunner perspective, just remember the channels that typically get exported/baked into textures: Albedo (with or without Alpha), Normal, Metallic, Roughness, Ambient Occlusion and if required Emission

  • Configure Export Settings

    • Once the layers are setup to your liking, it is time to export the textures
    • Since this is the first time you are exporting, you'll set up the Export Presets matching SnowRunner's official requirements (as laid out in the official modding guide)
    • Navigate to the Export tab and under TEXTURES section, click on "Advanced Textures Setup"
    • AdvancedTextureSetupLink
    • In the ensuing popup, create a new Texture Preset, by using the "Save As" option against an existing Preset, say "Metalness Maps".
    • SavePresetAs
    • You can give the new preset a name that helps you identify it is for SnowRunner
    • SavePresetName
    • You can then delete all existing maps that got copied over from the previous Preset using the delete icon
    • DeleteExistingMaps
    • We'll at least need 3 minimum texture files for any material to look decent in SnowRunner
    • Create these 3 new maps using the "Add Map" button and configure each map's settings to look like this:
      • Albedo Map

        • AlbedoMap
        • Quixel does not have native support for Alpha Channel yet and one workaround is to directly set its value in the Texture Preset
        • For different alpha values, you'll probably end up creating different Texture Presets like this:
        • TexturePresetsForOpacity
      • Normal Map

        • NormalMap
      • Shading Map

        • ShadingMap

  • Export Textures

    • Now that the Texture Preset is created, let us proceed to export the textures for the material
    • Your Export settings will look like this:
    • ExportSettings
    • Set the "Export Target" as "Custom" and point the "Export Location" to a folder where you want the texture files to be generated
    • You can ignore the MODELS section
    • Under the TEXTURES section, select the SnowRunnder specific TexturePreset and select the Texture Maps for which you want the files to be generated
    • Select the resolution of the Output file (1K, 2K, 4K, etc) and "Export to Disk" to generate the textures
    • ExportedTextures
    • You should now be able to copy these generated .tga files into a relevant folder for your Mod and refer to them in your mesh xml

  • Fix for Quixel Mixer crashing

    • The 3D ViewPort apparently has a heavy GPU usage when it renders the model with textures applied
    • If Quixel crashes during this rendering process, it is most probably because of certain built-in constraints placed by Windows on any application performing UI activity beyond a predefined threshold
    • One workaround/fix to prevent Quixel from crashing is to bump up this threshold value, as explained here:



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FD1985 @fd1985

Hi TrancedTornado, thank you for this useful guide.

berndkeding66 @berndkeding66

nice idea ...