Love this environment. Megascans truly allows for near lifelike assets and environments. Can't wait to see what possibilities for games this will open up in the future.
Great, this is what I was waiting for in order to sign up in Mega scans. Most of people use unity, we need more support for Unity. Also, would be awesome to create a terrain tool similar to the default Unity terrain but working specially with quixel Materials and tools. This would be the best tool ever in Unity and most people will not care about the price. Congratulation for your awesome work. And remember support Unity with more tutorials and demo scenes.
Well, eh, mobile games are kinda specific part of market which is not taken seriously by many developers in terms of complexity of development or being something special in terms of giving a unique gameplay or vizuals.
brace yourselves for an endless amounts of Unity based forest themed walking simulators with AAA photo realistic graphics, where the developers can't even get the UI menus to work right.
I have to ask but I assume all the assets on megascans are models made via the photogrammetry process and if so how was this achieved with vegetation given complexity ?
Where do you get the megascans importer plugin? Do I have to pay for one of the asset collection pack on the asset store to get it? I have a paid subscription to megascans for my unity project for like 3 months and I already downloaded a ton of those textures..
Matt, to be honest, I didn't adjust any of the settings within Unity. I literally started a new project, imported the assets, and kitbashed them together. I was very pleased with the results, and even asked myself the same question: "How is there no Z-fighting?" - And to date, I've not noticed this issue at all.
Hi! Please, email to support@quixel.se or report your issue on our official forum: quixel.com/forum with any supporting documentation (including images) so our developers can look into what's causing this for you. Thank you!
Hi, I'm a student majoring in game development with a focus on environment art. I've just recently discovered quixel and I'm still new to it. My question is: Since quexel uses pre made assets that users can mix and match, would it be ok to use this in portfolio pieces?
can we combine megascans assets with unity terrain?? or another map generator assets like gaia? thanks really like your product and i will buy it as soon as i get the info
Were you using a second screen for your project window? I notice you were very quick to pull out the assets you want to use. I seem to lose a lot of time looking for the assets that fit .
Whenever I try to export to Unity I get "Could not send data over to port." I cannot find the megascans exporting tool asset to import, either. I'm currently using the free trial, because I want to figure out if I can figure out how to use this before I spend money on it. Also, am I able to turn regular materials into those terrain objects you used at the beginning to create the ground? I would like to do that rather than the repetitive nature of Unity's terrain system. I am very new to all of this, so I apologize!
Btw I would love to hear from you guys about what you think of blender's hotkey-based gizmo vs the traditional gizmo? In this tutorial video you moved/rotated and scaled a tone of objects for quite a lengthy amount of time, with a hotkey-based gizmo can do that kind of stuff way faster and easier. Have you had the chance to use the blender's gizmo?
Can we please have some responses? Quixel packages are very expensive, and it would be nice to have some support and advice here. Its not just uploading the assets, but tips on how to implement them.
Hi Sickre, I do apologize for the delay. In the case of this video tutorial, I was using a 3rd party plugin on the asset store called 3D Brush by Alan Baylis. It works well for my needs, and felt it was worth the purchase. I don't know if I would recommend one over the other, though. It kind of depends on what you are looking for. There were a few plugins out there that allowed for much more in-depth customization of your prefab painting, but my personal preference for a tool like this is simplicity, so I chose the tool with fewer sliders and adjustment boxes :) - Your mileage may vary, though.
Thanks. I understand its not an endorsement. But its nice to have what you guys use as a point of reference. Given the expense of Quixel products, you can anticipate that your potential (Unity) customers are working on commercial projects, and have no problem paying for third party assets that help workflow or output. Please for any future Unity videos, outline in the description or in comments a list of assets that you use. Unity users are sensitive about knowing which assets are used, because we fear (rightly so) that out of the box the Unity engine lacks features.
Thanks for the reply, Sickre! I will keep that in mind for future tutorials, and, when possible, call attention to specific 3rd Party Assets. For the most part, I try to just use what comes packaged with Unity. And if I do use a third party plugin, it's typically something that only makes the task faster/easier, not something impossible to do with Unity straight out of the box. That way, everyone can achieve the same results without having to purchase additional plugins/assets from the store.
Can you share stats of the scene? I don't think a personal computer can run this scene. I always avoided handcraft terrains because It's too expensive for performance.
@quixel could you maybe please share youe pc settings? I could image you need a very powerful system to render all those objects .. Sorry if you already shared this information somewhere :)
If you had a more in-depth tutorial of the complete process of using the Bridge tool, to importing assets, to building the scene. I would happily buy. I can't put down money without knowing it will work for what I want it for.
Yes it would be great to see a video like that specifically for unity. It's a tricky sell for me without any proof the bridge pipeline works with assets unless you throught of a trial version of bridge that people can test out the pipeline with. Otherwise it's hard for me to sign up to a month or yearly fee.
All videos for Unity are deprecated... I wanted to know how to blend materials based on terrain slope, I can't find any info, I could do my own version but I thought there was a version made by Quixel and compatible out of the box
Of course! You have to still have an active paid licence though for unity. Megascans library is only Free for Unreal 4 users use within unreal. there are of course free licenced megascans assets from quixel, on both unreal and unity stores and megascans, that are software agnostic so you can use them anywhere. hope that helps
Yes! For starters, you can go here: megascans.se/library/free -- We also released free assets that are included with the Adam Environment Pack for Unity, which you can download here: tinyurl.com/y9bfxkxc -- we are also releasing a small new set of free assets for Unity later in May. More on that in a few weeks :)
I would really love to do this as a hobby cause I used to create 3D worlds in cryengine but without asset packs or custom made natural assets the landscapes would become very repetitive. This tool looks so amazing, but I'm sure it's expensive for someone who's just doing it as a hobby and not for a profit. Hopefully there's a free trial version I could try out?
By now you probably already know this but if you don't you can get all of this for free if you use unreal engine. If you go to the "choose your plan" place on the quxiel megascan website you can sign in with your unreal engine account and use this stuff.
Nice but where are the god damn games built with those assets? So far the only thing super crazy that I have ever seen in my PC is the crappy Star Wars game Frostbite, it looks amazing and very high performance, but nothing close to it on all the others :(...
They are both extremely powerful engines -- whether you are an artist or a programmer, or both. Here at Quixel we use both extensively, as it simply boils down to preference. UE4 currently has more tools out of the box geared toward artists, and Unity can be easier to program with its Javascript and C# support as opposed to the more hard-core C++ language driving UE4. At the same time, the Unity Asset Store is filled with tools (paid and free) geared specifically toward artists that greatly expand on the vanilla tool set, and Unreal makes programming easy and visual with its node based Blueprint system. UE4 is feature rich out of the box and Unity is easily customizable. In terms of visuals, artists can achieve great things in both engines. We really encourage you to download and test both engines to see which one fits your specific needs best. They are both incredible.
quixel Awesome, thanks for the clarification. I've always had a hard time learning a programming language, and I've tried many many times, though I'm more into the art side of things anyway. I've played around with both a very little bit, so not enough to get a grasp on which is better for me yet, though recently Unity has been looking like the best option for a lot of what I want :).
To sum this up. Yes this is true. You'll have much more of a pleasurable time in Unreal as an artist. It'll only take you a few moments on Artstation to see that is true regardless of preference. Both engines have their pros and cons for sure. Have fun and happy creating.
I use both unity and Unreal. Unity gave me more flexibility . you will be frustrated with Unreal engine's very slow landscape layers! and you have to build your own layers to be able to switch material of landscape. Unity on the other hand you can just simply click the process easily
well... very nice, but did yo check the pricing ? The sub gives you 30/40 points you could trade in for resources. A plant is 6 - 12 points, a rock the same, you might to have to subscribe for a VERY long time to actually get enough props together to build even a small level. There is added value in the Texture generation Software though, but thats still beta. (October 18) Maybe I am wrong (I hope so) and you get some initil props when buying the tool, but for indies or hobby this turns out to be quite expensive...
Oh and please can you answer a question, from the bridge software you do not download the actual game props, but a file that is imported using the Quixel importer. What happens when my sub ends, do I get to keep the stuff I acquired? Can I still use it in new projects ?
BTW the intro to installing and using the bridge is 14 minutes in. The importer is super buggy for unity. I select LOD3 and get 1 LOD. Sometimes no normal maps are exported. Sometimes i get none of the materials exported and i have to close the app and restart. So many bugs. If i want to reimport i have to turn on and off livelink. Finding the bridge asset to set everything up is also a pain in the ass each time. Cant believe i paid for this.
I guess it's just bettter to keep using megascans with UE4. This isn't available on the Unity asset store. I guess they took it down. I guess am going to forsake Unity after all.
Love this environment. Megascans truly allows for near lifelike assets and environments.
Can't wait to see what possibilities for games this will open up in the future.
Igniting Mental Fires how much is the library?
It was photoscanned, it’s sorta like a rock from reality got uploaded to Unity
Looks awesome af. Well done Quixel ! Glad Unity is getting love from you
Absolutely gorgeous! I love this kind of stuff!
can't wait for Ai to be used to generate maps on the spot using these textures.
Horray for the advanced tutorial! Really need more of such stuff.
Finally megascans for unity tutorial.
This blew my mind, absolutely awesome.
A great tutorial - really interesting - Thanks.
Great, this is what I was waiting for in order to sign up in Mega scans. Most of people use unity, we need more support for Unity. Also, would be awesome to create a terrain tool similar to the default Unity terrain but working specially with quixel Materials and tools. This would be the best tool ever in Unity and most people will not care about the price. Congratulation for your awesome work. And remember support Unity with more tutorials and demo scenes.
Since when Unity is having most of the people? As far as I know the audience is roughly distributed between UE4, Unity and CryEngine.
Unity must be 5x at least more then UE4. UE4 only recently became useable in the last few years, and a lot of mobile games are made in Unity.
Well, eh, mobile games are kinda specific part of market which is not taken seriously by many developers in terms of complexity of development or being something special in terms of giving a unique gameplay or vizuals.
My computer will explode if render this.
This was great, thanks : )
How can I blend materials between rocks and ground ?
GOD FUCKING DAMN THATS REALISTIC
Thank you! I would love to see a lesson on how to properly use Quixel's atlas textures with Unity.
Planet Coaster prepared me for this, often you get greater detail out of the same prefabs by placing them like this
brace yourselves for an endless amounts of Unity based forest themed walking simulators with AAA photo realistic graphics, where the developers can't even get the UI menus to work right.
lol
I mean ue4 does that so why can’t unity
Awesome stuff guys
Love your vids, but would love a longer shot of the finished product
do you know if this unity lavafield pack is still sold with a demo scene anywhere?
14:25 How come their unity terrain looks so much better than usual unity terrain? Did they hack with a PBR shader or something
This is the terrain in Unity 2018 -- no hacks, simply utilizing the new HD Rendering Pipeline :)
quixel does that include tesselation?
What shader is it? I can't use terrain cuz there is no shader for HDR SRP.
So yes, you're using a different shader.
I didnt think the HD Rendering pipeline allowed the use of terrain tool yet?
what about all the hidden polygons ? It this way of building things performant?
8:59 "It just works." ...Sorry, I had to.
Why has this been deprecated? Is there a new workflow?
I have to ask but I assume all the assets on megascans are models made via the photogrammetry process and if so how was this achieved with vegetation given complexity ?
Still waiting on the new Megascans Bridge, when is the release date?
Where do you get the megascans importer plugin? Do I have to pay for one of the asset collection pack on the asset store to get it? I have a paid subscription to megascans for my unity project for like 3 months and I already downloaded a ton of those textures..
Awesome!
Did the new call of duty use quixel? I think I reconized some textures
Hey Josh, how are you not getting z fighting on the overlapping areas in those ground meshes?
Probably set camera distance to a very small value because the whole workflow will only work for smaller scenes anyway.
Matt, to be honest, I didn't adjust any of the settings within Unity. I literally started a new project, imported the assets, and kitbashed them together. I was very pleased with the results, and even asked myself the same question: "How is there no Z-fighting?" - And to date, I've not noticed this issue at all.
hi. how do you do to make such realistic rendering please ?!! is it post rendering you put in or any options you chose ?
My foliage dissapears when moving away from it. how do i fix this? Hapens in ue4 too. Ive been trying to find a solution for months
Happens when opacity is in use. especially when its a thin opacity map
Hi! Please, email to support@quixel.se or report your issue on our official forum: quixel.com/forum with any supporting documentation (including images) so our developers can look into what's causing this for you. Thank you!
Hi, I'm a student majoring in game development with a focus on environment art. I've just recently discovered quixel and I'm still new to it.
My question is:
Since quexel uses pre made assets that users can mix and match, would it be ok to use this in portfolio pieces?
can we combine megascans assets with unity terrain?? or another map generator assets like gaia? thanks really like your product and i will buy it as soon as i get the info
Were you using a second screen for your project window? I notice you were very quick to pull out the assets you want to use. I seem to lose a lot of time looking for the assets that fit .
Whenever I try to export to Unity I get "Could not send data over to port." I cannot find the megascans exporting tool asset to import, either. I'm currently using the free trial, because I want to figure out if I can figure out how to use this before I spend money on it. Also, am I able to turn regular materials into those terrain objects you used at the beginning to create the ground? I would like to do that rather than the repetitive nature of Unity's terrain system.
I am very new to all of this, so I apologize!
Thankyou 😍
Btw I would love to hear from you guys about what you think of blender's hotkey-based gizmo vs the traditional gizmo? In this tutorial video you moved/rotated and scaled a tone of objects for quite a lengthy amount of time, with a hotkey-based gizmo can do that kind of stuff way faster and easier. Have you had the chance to use the blender's gizmo?
which 3d mesh painter asset did you use?
What mesh painter do you use or recommend?
Can we please have some responses? Quixel packages are very expensive, and it would be nice to have some support and advice here. Its not just uploading the assets, but tips on how to implement them.
Hi Sickre,
I do apologize for the delay. In the case of this video tutorial, I was using a 3rd party plugin on the asset store called 3D Brush by Alan Baylis. It works well for my needs, and felt it was worth the purchase.
I don't know if I would recommend one over the other, though. It kind of depends on what you are looking for. There were a few plugins out there that allowed for much more in-depth customization of your prefab painting, but my personal preference for a tool like this is simplicity, so I chose the tool with fewer sliders and adjustment boxes :) - Your mileage may vary, though.
Thanks. I understand its not an endorsement. But its nice to have what you guys use as a point of reference. Given the expense of Quixel products, you can anticipate that your potential (Unity) customers are working on commercial projects, and have no problem paying for third party assets that help workflow or output.
Please for any future Unity videos, outline in the description or in comments a list of assets that you use. Unity users are sensitive about knowing which assets are used, because we fear (rightly so) that out of the box the Unity engine lacks features.
Thanks for the reply, Sickre! I will keep that in mind for future tutorials, and, when possible, call attention to specific 3rd Party Assets. For the most part, I try to just use what comes packaged with Unity. And if I do use a third party plugin, it's typically something that only makes the task faster/easier, not something impossible to do with Unity straight out of the box. That way, everyone can achieve the same results without having to purchase additional plugins/assets from the store.
Knowing which assets make your job faster/easier is valuable too ;-) Looking forward to more Unity videos.
This is not HDRP, is it?
SOOOOOOOOOOOOOOOOO AWESOME
This was so nice, but I don't have money, so I can just forget this.
Same
From my research, this is far from the most economic scan library anyways
@@CamoflaugeDinosaue which is the most economical?
So we can use any magascan textures to create our own assets for games the license must have changed ?
I'm wondering if there's anyway to export a scene like this, complete, to Maya/3DsMax/Houdini/blender etc.?
What about this? Does it serves for terrain only or also are real life objects scans?
Deprecated workflow - what's the new one?
Seem to UNREAL
Can you share stats of the scene? I don't think a personal computer can run this scene. I always avoided handcraft terrains because It's too expensive for performance.
Awesome thank you
@quixel could you maybe please share youe pc settings? I could image you need a very powerful system to render all those objects .. Sorry if you already shared this information somewhere :)
What's the spec of a PC to play around with Megascans ? I don't think it's cheap..
If you had a more in-depth tutorial of the complete process of using the Bridge tool, to importing assets, to building the scene. I would happily buy. I can't put down money without knowing it will work for what I want it for.
Something like this? ruclips.net/video/FsVzqBPtR2c/видео.html
Yes it would be great to see a video like that specifically for unity. It's a tricky sell for me without any proof the bridge pipeline works with assets unless you throught of a trial version of bridge that people can test out the pipeline with. Otherwise it's hard for me to sign up to a month or yearly fee.
I have trouble understanding how to get the assets into the game from quixel, any videos someone can recommend, especially for textures?
skip 14 minutes into this video
@@tehanu3030 thanks I ended up figuring out the problem
You must use Vulkan, it's the only way to run those graphics without losing FPS.
nice
All videos for Unity are deprecated... I wanted to know how to blend materials based on terrain slope, I can't find any info, I could do my own version but I thought there was a version made by Quixel and compatible out of the box
Quixel has pretty much dropped Unity completely after being bought by Epic Games, which I am super disappointed at.
more of unity plzzzz
What is the real time for build this scene ?
You also worked on the System Shock remake.
How much is the library?
Can megascans still be used by Unity developers after Unreal's acquisition of Quixel?
I want to know the same
Of course! You have to still have an active paid licence though for unity. Megascans library is only Free for Unreal 4 users use within unreal. there are of course free licenced megascans assets from quixel, on both unreal and unity stores and megascans, that are software agnostic so you can use them anywhere. hope that helps
Guys? Where can I get the Megascans Importer package?
Will there ever come any free assets from u guys?
Yes! For starters, you can go here: megascans.se/library/free -- We also released free assets that are included with the Adam Environment Pack for Unity, which you can download here: tinyurl.com/y9bfxkxc -- we are also releasing a small new set of free assets for Unity later in May. More on that in a few weeks :)
I take it this version of bridge still has to be released?
That is correct. Sit tight -- it's in the final stages before release :)
Awesome, thank you!
You gotta have a brutal PC to be able to run the game + making the game
Question you mean PS4 environment goes with same ?
I would really love to do this as a hobby cause I used to create 3D worlds in cryengine but without asset packs or custom made natural assets the landscapes would become very repetitive. This tool looks so amazing, but I'm sure it's expensive for someone who's just doing it as a hobby and not for a profit. Hopefully there's a free trial version I could try out?
By now you probably already know this but if you don't you can get all of this for free if you use unreal engine. If you go to the "choose your plan" place on the quxiel megascan website you can sign in with your unreal engine account and use this stuff.
amazing! seems like UE 3
Are you using 8k or 4k for the assets in this scene?
Nice but where are the god damn games built with those assets? So far the only thing super crazy that I have ever seen in my PC is the crappy Star Wars game Frostbite, it looks amazing and very high performance, but nothing close to it on all the others :(...
Still being useful? Or just is for unreal engine users?
I've heard that Unity is more for programmers, and UE4 is more for artists, is this true?
They are both extremely powerful engines -- whether you are an artist or a programmer, or both. Here at Quixel we use both extensively, as it simply boils down to preference. UE4 currently has more tools out of the box geared toward artists, and Unity can be easier to program with its Javascript and C# support as opposed to the more hard-core C++ language driving UE4. At the same time, the Unity Asset Store is filled with tools (paid and free) geared specifically toward artists that greatly expand on the vanilla tool set, and Unreal makes programming easy and visual with its node based Blueprint system. UE4 is feature rich out of the box and Unity is easily customizable. In terms of visuals, artists can achieve great things in both engines. We really encourage you to download and test both engines to see which one fits your specific needs best. They are both incredible.
quixel
Awesome, thanks for the clarification. I've always had a hard time learning a programming language, and I've tried many many times, though I'm more into the art side of things anyway. I've played around with both a very little bit, so not enough to get a grasp on which is better for me yet, though recently Unity has been looking like the best option for a lot of what I want :).
To sum this up. Yes this is true. You'll have much more of a pleasurable time in Unreal as an artist. It'll only take you a few moments on Artstation to see that is true regardless of preference. Both engines have their pros and cons for sure. Have fun and happy creating.
I use both unity and Unreal. Unity gave me more flexibility . you will be frustrated with Unreal engine's very slow landscape layers! and you have to build your own layers to be able to switch material of landscape. Unity on the other hand you can just simply click the process easily
Do game companies hire people that create maps etc..?
Yes they do
Most wanted roles are 3d modelling roles if you are looking to work somewhere
Why the workflow is deprecated?
One question. Is it free?
KOGames 177 dollars
well... very nice, but did yo check the pricing ? The sub gives you 30/40 points you could trade in for resources. A plant is 6 - 12 points, a rock the same, you might to have to subscribe for a VERY long time to actually get enough props together to build even a small level. There is added value in the Texture generation Software though, but thats still beta. (October 18)
Maybe I am wrong (I hope so) and you get some initil props when buying the tool, but for indies or hobby this turns out to be quite expensive...
Oh and please can you answer a question, from the bridge software you do not download the actual game props, but a file that is imported using the Quixel importer. What happens when my sub ends, do I get to keep the stuff I acquired? Can I still use it in new projects ?
I just checked, and there are about 35 free props, of which some are collections of twigs and rocks... So at least you do not start with nothing...
but it is optimized?
Where its looks better ' unity or ue ? Wish software make better render ?
Ue renders better but is more advanced
What about publishing a paid game with these assets?
Why isn't there a version for students / pupils? :(
Torrent)
i need immedaite reply
though youtube recommended this to me now
I want to know ur pc specs plss important and urgent for me
BTW the intro to installing and using the bridge is 14 minutes in.
The importer is super buggy for unity. I select LOD3 and get 1 LOD. Sometimes no normal maps are exported. Sometimes i get none of the materials exported and i have to close the app and restart.
So many bugs.
If i want to reimport i have to turn on and off livelink.
Finding the bridge asset to set everything up is also a pain in the ass each time.
Cant believe i paid for this.
mee to i love doom
So~~~~~~cool~
Unity Community lol
Will this work with Probuilder?
Yes
Can I buy one month and then download infinite textures etc? So I don't have to pay 2+ months
Fabian nope it work with point each month you get 32 or more point most 3d object are around 8 points.
Kory Stanley dangit
:DDD
Why is unity importer not free??? What the hell?
Sooo.. were is the new mixer? :D
A few short weeks away :D Doing as much stabilization as possible so we can safely let it into the wild!
Oh how you tease.. :) Like what I see in the video, looking forward to the release!
Teddy said that in the previous video that Mixer is coming in next month
System Requeriments ?... Intel Core i16 , 256GB RAM, Nvidia GTX 4998 64 GB GDDR9 . SSD 4TB.
D:
a simple 1080ti (no ray tracing)
Why is this a deprecated workflow?
Cos now quixel is merged with UE4
The author spoke like Morgen Freeman.
Looks good, but in Unity, this is probably super unoptimized... These models are quite high-poly for Unity I feel.
this almost makes me wanna stray away from the more stylized art style. As it stand though I think I'll stick with substance.
Im the real Quixel
А почему в играх не делают такой красивый ландшафт?
Wow your create game
Waw
rip unreal
And.......Sign me up!
Rili 177€
I guess it's just bettter to keep using megascans with UE4.
This isn't available on the Unity asset store. I guess they took it down. I guess am going to forsake Unity after all.
Still being usable throw Bridge
Quixel is too expensive for me :(
Too bad you abandoned Unity