Gift M be sure to check out the accompanying mini series we just launched on the creation process over at the Quixel YT channel!! Part 1 went up today, and we have two more videos coming out this week on this environment specifically ruclips.net/video/yqU3Z_ggfzE/видео.html
Agreed, on more in-depth tutorials, for example after customizing the box in mixer, how are you getting that back into UE4? I don't see an UE4 live link export option like you have in bridge. But in this video, it just skips from mixer, to box up and running in UE4 without explaining how that was achieved.
I still remember the day seeing the Avatar movie and thinking one day game engines and hardware would be powerful enough to play those kind of games in real time and after seeing the recent tech demo i think we have reached that point, Thanks to great minds at Unreal Engine and uncountable no. of creators around the world, hoping to work at unreal engine some day...
I've re-done my game's entire modular sytem to use megascans since they were made free. great assets. A tip for other devs: Leave the weird naming convention in the file names. it makes it a lot easier to avoid duplicates and find things later.
Very insightful. I hope in the next few months this series goes on to explain how everything else was put together. Thank you for providing such an invaluable resource for learning
Wow. Along with Substance Painter and Designer, Mixer and Bridge have to be the coolest thing to happen to cg art since it's genesis. I'm loving working with these applications. Also, on a side note, the speaker for this video was very well spoken and clear. Great all around.
@@ZeroPM Of course, that's what it did with GTA 5 and Watch Dogs 2. But I've never seen a company purchase an entire other company library subscription service and make it free.
@@PonzWasTaken Yeah, but no other company ever made nearly 2 Billion Dollars in one year with basically only ingame skins either. I get you, but at this point they only care about attracting users and binding them to the epic store. They don't care about their users, they care about potential customers and their market share.
Beautiful! Its so interesting how much time and effort people put in to give extremely realistic scenes as much as possible, and create unimaginable sequences!! Awesome work Epic ! ❤❤❤ i am still half way to fully learn Unreal Engine. I will be using it for my game and movie !
Remove the shader permutations you don't need in your project config and you can easily get it down to half the time. Static switches in materials are also a huge offender as they multiply the number of shaders that has to compile for a specific material if you have multiple instances with different settings. Just trying to help reduce your pain, we all know about it.
I've just started getting into quixel tools and they are so awesome, thank you so much guys some really great tools that I'm loving and the learning content you put out is fantastic, really helping me improve much faster. Appreciate it! :D Excited to try out that material blending function!
I really love what you do, I love your policy, but it seems to me that there are too many videos about what Quixel is. I would be very grateful if there were more videos about lighting, about working with materials, about the relationship with Houdini. Anyway, thanks for being there!
I really doubt that was Unreal Engine 5. More like a customized version of Unreal 4 but for marketing purposes they called it Unreal 5. Besides, all we saw was just some static environment in that demo. The character was really out of place and not even next-gen. And one major thing the demo was missing was realistic hair physics. I guess we'll see the real Unreal 5 later.
Whoh ...! Everyone was criticizing on the previous demo that why there in no plant / Environment on the Demo ??? It's not a big deal to create rocks because they are already polygon Unreal Engine You Nailed it ...!
Galen one tutorial I have never seen with megascans is how to use vegetation atlases. Clearly some are individual items that would look strange if multiplied onto a surface but would be perfect for billboards despite the lack of a mesh surface to place them on.
From the side of many of us (new comers) this vid seems easy to repeat but you know how it goes when you need to learn so much info after that or in the process XD
How are people adding architecture? Modeling and then importing? What's the standard workflow? Twin motion is really hard to customize. Thinking of going the ue4 route
I love to see good graphics, but it´s also really needed that we can more interact with the enviorement + realistic physics. Are there some showcases too?
Nobody cares about physics compared to the graph. This is what I mean. Some flying planes and bullets is not what I mean. But physic is not that bad for sure, I just think it can and should be better. And I think players don't interested in realistic physic compared to graphics too.
I would absolutely love to get access to some of those cave/stalactite assets from the UE5 demo. I have a vision for a photo-real horror game about caves and caverns, and nobody has done interior cave assets quite as good as the demo. I'd even pay extra for them! Love your work and education, it is tremendously empowering and inspiring! :)
The cave assests should be up in the Megascans library! I believe it's still on the home page under featured. EDIT: heres the link quixel.com/megascans/collections?category=environment&category=natural&category=limestone-quarry
I have a question about the industrie, I wish Epic could say something too, since today we do textures using 3d software to paint directly in the object without need any 2D software to paint on it, why we do still unwraping the models in the traditional way instead of make an "auto" unwrap (the old auvwrap) that zbrush does? I know some few things about modeling that we need traditional unwrap like the noise function on zbrush to create tileable surfaces on, but there are other areas where could be useful to just use auvwrap (or whatever other tool) to avoid the tedious work to flatern the uvs like on weapons, hardsurface assets..
I really wanna create games in the future. I’m currently 16 and graduating high school next year. I want to know what I should major in to have a career in game design
Major in either a) A CompSci degree as gamedev is similiar to any other kind of development and considering how hard it is to actually make it in the industry, the skills you acquire ( if you actually apply yourself in a comp sci degree) set you up for life and open a lot of paths. b ) an art degree if you are feeling adventurous c) anything really, you dont learn gamedev in colleges. Its about how you tinker with stuff, experiment, break and re make stuff.
Computer science Information Technology, Graphic Design, Architecture. WHILE u r studying ur degree you SHOULD dedicate some time to work on ur OWN projects. Less wishing and more doing.
I cannot figure out how to move around this in play mode, a first person or third person is locked in one spot, cannot seem to find any collisions stopping me
Will we ever have unique element naming? Even 'Leakage 45' is more descriptive when working with a team. Will Bridge eventually let us create our own collections / categories / tags?
This is amazing ...our studio is seriously looking to adopt Unreal. We primarily do architectural visualization with VRAY max and maya Arnold (some Houdini ) but we are in the midst of creating a character and fx animation film studio. Can you do a tutorial using Unreal for movie production ? We need to fully grasp how it can fit in our workflow. Thanks, Great work!
I have to say, since no one will ever, that, having spent years and years learning how to model, texture etc in Cinema4D, it's a sinking feeling to see this unbelievable Unreal engine. It feels that all that was for nothing. Some time ago I spent an hour modeling a sledge hammer for a scene. I didn't know of Unreal. Why do that if I could just "get it and put it there"? And you work with the final render, in real time? Ok, this is how it feels to be old. Very depressing.
Super realistic assets when they're static, but what happens if my character jumps on that box? How quickly does the illusion break when it either stays rigid as steel, or instantly swaps out for the 'squashed_box' asset?
Says as unreal engine user you have access to whole megascan library but as soon as you log in its saying something about points. then next screen have purchased? Do you have access to everything or not?
If you signed in using your Epic Games account information, you should have unlimited points. I will copy/paste this directly from Quixel: "Our category of "Free" Megascans assets, and Megascans assets for Unreal Unlimited plan are 2 separate sections. The Unreal Unlimited plan does not offer "Free assets". Unreal Unlimited is a subscription plan, free of charge, for users who intend to use Megascans exclusively in UE4/Twinmotion. This plan offers an unlimited number of points to use for acquiring assets. Our "Free assets" are a separate category, the Terms of which are detailed over at quixel.com/terms." If you go to your account settings, it should say "Unreal Unlimited" above "Billing and Payment Settings" I hope this information helps!
yes I have access to the whole library, did you login using your unreal account to megascans site? you should have to click some licensing agreements and then you can use anything on the site, its awesome.
You do not need to purchase anything at all for ue4 compositions, the entire library is free, including 8k textures and high resolution ztool source and mesh.
@proflooney is it asking you to use points or just telling you how many points is costs? Also, did you check your account info on Quixel to verify you have an Unreal Unlimited account?
At this point i lost hope that i will afford to play something like that , with kids and work and all. I do hope they make one , even if i play 30 minutes a day
Is it possible to create these photorealistic environments and use VR to walk through them? Also, how does ray tracing interact with these scans? Or is it a different type of lighting ?
Can a beginner make this beautiful scenes, or is this for advanced users? Can it be done on a normal mid-range gaming pc or do i need some fancy high-end stuff? I have never used unreal engine if thats not already clear.
Super awesome tutorial! I would love to see something similar for making stylized models/textures using Quixel's realistic assets. It would be interesting to see this combo from you guys. Thanks =)
If you say you're going to put a link for something down below, please do that. Where is the link to the scene that is supposed to be available in the marketplace?
I still with you could mix ZBrush into Unreal Engine. Going WITH that make it so on Mixer you could make your paint brush a different displacement map and or material etc instead of using the mask or just being able to paint colour. I'm talking about put your bare ZBrush model into UE and in the paint option, choose a Megascan material and add detail on the spot then save and or bake them to the model.
Is there not anything more efficient than jpg? I guess heic has licencing issues, but how about webp or the newest avif? The problem with jpg - now when the textures become higher and higher resolution, to save them with decent quality in jpg will take an enormous space.
@@Navhkrin you don't think a photorealistic box is part of an environmental scene? And how to put those objects in to an environment is a part of scene creation?
@@grimmx for you to be able to import assets from a flip store, someone needed to export them there. I was indeed thinking this video would cover the part about actually creating assets, not tweaking them.
I only clicked because it looked like The Last Of Us and then found out it also sounds like TLOU :) that game really has one of my favorite aesthetics (ie everything reclaimed by nature).
Hello :) I'm looking for a budget pc to be able to create great environments/concept art for cinematic use. (Using Unreal + Megascans + Blender) Do you think the following spec would do the job? - AMD Ryzen 5 (3.6 GHz, 4.2 GHz Turbo) - GeForce GTX 1660 SUPER - RAM: 16 GB If not, what would you recommend?
We need more in-depth tutorials! At this point everyone is aware of the capabilities and the ecosystem.
Yes! I want to know how to make actual trees with megascans for example, and not just a pile of amazing looking trunks!
Actually, the only reason I don’t change from unity and substance is that. There is not that much educational content in that ecosystem.
I know right, it becomes a pure sells pitch when they don't show the process to get there.
Gift M be sure to check out the accompanying mini series we just launched on the creation process over at the Quixel YT channel!! Part 1 went up today, and we have two more videos coming out this week on this environment specifically ruclips.net/video/yqU3Z_ggfzE/видео.html
Agreed, on more in-depth tutorials, for example after customizing the box in mixer, how are you getting that back into UE4? I don't see an UE4 live link export option like you have in bridge. But in this video, it just skips from mixer, to box up and running in UE4 without explaining how that was achieved.
I'd like a tutorial on how you put together the scene from scratch from the beginning.
We will do it!! Don’t worry :))
@@gdavis3d do it then
@@gdavis3d Thanks Galen! Can't wait for a more detailed walk through
Galen Davis excited to hear it! you’re the best
There's an insane amount of free tutorial content on the epicgames website, happy learning!
Looks like The Last of Us) Great work
The background sound also.
I thought the same lol
I still remember the day seeing the Avatar movie and thinking one day game engines and hardware would be powerful enough to play those kind of games in real time and after seeing the recent tech demo i think we have reached that point, Thanks to great minds at Unreal Engine and uncountable no. of creators around the world, hoping to work at unreal engine some day...
Bhai mai bhi ! Almost end karne wala hoon unreal engine course, fir jaise he ye coronavirus khatam hoga, to seeda Epic studio jaoonga ! 😉😊
@sifedine tajjiou not only c++
You should rewatch the Avatar movie, it's still ahead. Although it doesn't look perfectly realistic either just like this.
I've re-done my game's entire modular sytem to use megascans since they were made free. great assets. A tip for other devs: Leave the weird naming convention in the file names. it makes it a lot easier to avoid duplicates and find things later.
What game is it
The intro had The Last of Us vibes.
yeah i immediately thought of that too
Well I think that is the engine that Naughty Dog used for it..
ITS MA'AM!!!
Golf sim.
Zekkai we get it
The presenter did a fantastic job. Great voiceover work!
Very insightful. I hope in the next few months this series goes on to explain how everything else was put together.
Thank you for providing such an invaluable resource for learning
Wow. Along with Substance Painter and Designer, Mixer and Bridge have to be the coolest thing to happen to cg art since it's genesis. I'm loving working with these applications. Also, on a side note, the speaker for this video was very well spoken and clear. Great all around.
The range of different textured basketballs it offers is most impressive.
It blows my mind that all of this is free to use for everyone.
Quixel Megascans used to be incredibly expensive, but Epic Games bought it out and made it free. That's what I call a company caring about its users.
@@PonzWasTaken Lets be real, epic also wants to attract users and increase their image quality like every other company does.
@@ZeroPM Of course, that's what it did with GTA 5 and Watch Dogs 2. But I've never seen a company purchase an entire other company library subscription service and make it free.
@@PonzWasTaken Yeah, but no other company ever made nearly 2 Billion Dollars in one year with basically only ingame skins either. I get you, but at this point they only care about attracting users and binding them to the epic store. They don't care about their users, they care about potential customers and their market share.
@@ZeroPM Christ I totally forgot about Fortnite lmao, you right
I saw Megascans logo in RE3Remake tittles. I now understand why. Superb!
Beautiful! Its so interesting how much time and effort people put in to give extremely realistic scenes as much as possible, and create unimaginable sequences!! Awesome work Epic ! ❤❤❤ i am still half way to fully learn Unreal Engine. I will be using it for my game and movie !
I cannot fathom what he's talking about and how this was achieved but I declare that photorealism is on our doorstep...
i love the team of quixel, please still working hard for the community
That horizontal shadow gradient on the soccer ball broke the realism for me instantly.
It is unreal how real it looks.
I have no idea how this works, but keep up the good Work! This is next Gen Work
i need upgrade my pc to do this! compiling shaders sucks
You are right. My old pc it would take me hours just to build something simple. Upgrading your processor will go a long way
Same, I'm still rocking an i5 2500k. I'm gonna go Ryzen 4000 when it's out!
@@Sevendogtags i got r5 1600 looking foward to ryzen 4000 :D
Due to shader compiling are more CPU dependent then I suggest to buy Ryzen Threadripper 16 core CPU!!! Worth the money you could spend on PC!!!
Remove the shader permutations you don't need in your project config and you can easily get it down to half the time. Static switches in materials are also a huge offender as they multiply the number of shaders that has to compile for a specific material if you have multiple instances with different settings. Just trying to help reduce your pain, we all know about it.
I've just started getting into quixel tools and they are so awesome, thank you so much guys some really great tools that I'm loving and the learning content you put out is fantastic, really helping me improve much faster. Appreciate it! :D Excited to try out that material blending function!
This is how walkthroughs should be done!
Truly stunning example 😍 Issac is some sort of wizard 👌
I have no idea what I'm looking at, but I know it looks good. Great job Epic 👏🏽
Its nice to see quixel more often
Killing it is an understatement. Amazing work.
They truly are miles ahead of the game with these sorts of partnerships. Quixel/Mixer/Bridge are going to be MASSIVE here very soon.
I really love what you do, I love your policy, but it seems to me that there are too many videos about what Quixel is. I would be very grateful if there were more videos about lighting, about working with materials, about the relationship with Houdini.
Anyway, thanks for being there!
This is the most informative video I have seen on youtube.
UE5: Hello
UE4: I AIN'T DONE YET!
I really doubt that was Unreal Engine 5. More like a customized version of Unreal 4 but for marketing purposes they called it Unreal 5. Besides, all we saw was just some static environment in that demo. The character was really out of place and not even next-gen. And one major thing the demo was missing was realistic hair physics. I guess we'll see the real Unreal 5 later.
Chris Redfield UE5 is a completely different engine. It doesn’t even use LODs.
lol why do I like this comment so much
@Cleroth My thoughts exactly! You described it in a better way!
Whoh ...!
Everyone was criticizing on the previous demo that why there in no plant / Environment on the Demo ???
It's not a big deal to create rocks because they are already polygon
Unreal Engine You Nailed it ...!
Wow, you folks have really outdone yourselves. Bless your passion
Heck yea downloading ASAP gonna pick this project apart
Galen one tutorial I have never seen with megascans is how to use vegetation atlases. Clearly some are individual items that would look strange if multiplied onto a surface but would be perfect for billboards despite the lack of a mesh surface to place them on.
jim Barnes hey Jim!! This is an awesome idea for a tutorial. I’ll throw it on the list : ))
Каждый раз всё лучше и лучше
From the side of many of us (new comers) this vid seems easy to repeat but you know how it goes when you need to learn so much info after that or in the process XD
So beautiful, I really hope next gen consoles come super close to this. I'm praying for a more emersive PSVR. Can't wait for UE5!
How are people adding architecture? Modeling and then importing? What's the standard workflow? Twin motion is really hard to customize. Thinking of going the ue4 route
I love to see good graphics, but it´s also really needed that we can more interact with the enviorement + realistic physics. Are there some showcases too?
Nobody cares about physic, that's bad.
@@ekrem_dincel imagine battlefield without physics? Would suck
Nobody cares about physics compared to the graph. This is what I mean. Some flying planes and bullets is not what I mean.
But physic is not that bad for sure, I just think it can and should be better.
And I think players don't interested in realistic physic compared to graphics too.
@@ekrem_dincel ahh okay i misunderstood
Love it.. megascans and ue4 are awesome
I would absolutely love to get access to some of those cave/stalactite assets from the UE5 demo. I have a vision for a photo-real horror game about caves and caverns, and nobody has done interior cave assets quite as good as the demo. I'd even pay extra for them! Love your work and education, it is tremendously empowering and inspiring! :)
The cave assests should be up in the Megascans library! I believe it's still on the home page under featured.
EDIT: heres the link quixel.com/megascans/collections?category=environment&category=natural&category=limestone-quarry
Im not mistaken, it was a janitor who quoted 'whoa unreal!" when he saw the first unreal game. It was wrote in pc gamer mag long ago.
13:37 "Why don't we take a look at some of the things you can do just out of the box?"
I see what you did there
Gotcha!!
😉
Came to the comments for this. Was not disappointed.
And I see what you did there with that timestamp 😉
@@commercio3564 I mean the fact that the narrator of this video made an amazing pun is truly lit 😂
I have a question about the industrie, I wish Epic could say something too, since today we do textures using 3d software to paint directly in the object without need any 2D software to paint on it, why we do still unwraping the models in the traditional way instead of make an "auto" unwrap (the old auvwrap) that zbrush does? I know some few things about modeling that we need traditional unwrap like the noise function on zbrush to create tileable surfaces on, but there are other areas where could be useful to just use auvwrap (or whatever other tool) to avoid the tedious work to flatern the uvs like on weapons, hardsurface assets..
I really wanna create games in the future. I’m currently 16 and graduating high school next year. I want to know what I should major in to have a career in game design
Don't go for university for game development, you will regret in wasting your time, just a heads up for you !
so what should I do?
Aivirx you should directly send an email to a recognized game developer asking for advice. I bet you would get an answer soon
Major in either
a) A CompSci degree as gamedev is similiar to any other kind of development and considering how hard it is to actually make it in the industry, the skills you acquire ( if you actually apply yourself in a comp sci degree) set you up for life and open a lot of paths.
b ) an art degree if you are feeling adventurous
c) anything really, you dont learn gamedev in colleges. Its about how you tinker with stuff, experiment, break and re make stuff.
Computer science Information Technology, Graphic Design, Architecture. WHILE u r studying ur degree you SHOULD dedicate some time to work on ur OWN projects. Less wishing and more doing.
13:37 "Why don't we take a look at some of the things you can do just out of the box."
I see what you did there and i LIKE it :D
The timestamp makes it even better :))
I Watching this with 480p on my phone and it still looks REAL!
Quixel should be in charge of redesigning Unreal's UI 🤤
Can't wait to get the ps5 🔥🔥🔥
DILU GamePlays ?
This is still UE4. It's readily available now if you have a powerful enough PC.
@@ShatteringKatana I have a PC from roughly 2 years ago and it can run this perfectly.
I cannot figure out how to move around this in play mode, a first person or third person is locked in one spot, cannot seem to find any collisions stopping me
Will we ever have unique element naming? Even 'Leakage 45' is more descriptive when working with a team. Will Bridge eventually let us create our own collections / categories / tags?
UE 20 we will be literally into the game.
Yesssss!! Boobs!!!
This is amazing ...our studio is seriously looking to adopt Unreal. We primarily do architectural visualization with VRAY max and maya Arnold (some Houdini ) but we are in the midst of creating a character and fx animation film studio. Can you do a tutorial using Unreal for movie production ? We need to fully grasp how it can fit in our workflow. Thanks, Great work!
Boooommmm! Game over. Great job guys.
Well this was outstanding!
I have to say, since no one will ever, that, having spent years and years learning how to model, texture etc in Cinema4D, it's a sinking feeling to see this unbelievable Unreal engine. It feels that all that was for nothing. Some time ago I spent an hour modeling a sledge hammer for a scene. I didn't know of Unreal. Why do that if I could just "get it and put it there"? And you work with the final render, in real time? Ok, this is how it feels to be old. Very depressing.
Super realistic assets when they're static, but what happens if my character jumps on that box? How quickly does the illusion break when it either stays rigid as steel, or instantly swaps out for the 'squashed_box' asset?
Bro chill
Ya know this could be for a cinematic/cutscene instead of a playable game right?
This is not a game for sure.
It could work for a cutscene
UE reading my mind, just when I was going to make a forest scene, they drop gift .!! Thank you for having us with you.
Cools great! I just started a scene with Megascans and it's very easy and quick to work with, specially it's very easy to customize it.
ok this is actually amazing
Says as unreal engine user you have access to whole megascan library but as soon as you log in its saying something about points. then next screen have purchased? Do you have access to everything or not?
If you signed in using your Epic Games account information, you should have unlimited points. I will copy/paste this directly from Quixel:
"Our category of "Free" Megascans assets, and Megascans assets for Unreal Unlimited plan are 2 separate sections. The Unreal Unlimited plan does not offer "Free assets". Unreal Unlimited is a subscription plan, free of charge, for users who intend to use Megascans exclusively in UE4/Twinmotion. This plan offers an unlimited number of points to use for acquiring assets. Our "Free assets" are a separate category, the Terms of which are detailed over at quixel.com/terms."
If you go to your account settings, it should say "Unreal Unlimited" above "Billing and Payment Settings"
I hope this information helps!
yes I have access to the whole library, did you login using your unreal account to megascans site? you should have to click some licensing agreements and then you can use anything on the site, its awesome.
You do not need to purchase anything at all for ue4 compositions, the entire library is free, including 8k textures and high resolution ztool source and mesh.
@proflooney is it asking you to use points or just telling you how many points is costs? Also, did you check your account info on Quixel to verify you have an Unreal Unlimited account?
It's free just for Unreal Users. For other engines It's paid.
Nice camera you guys have there. Looking forward to buy
I think a set by step course is needed ASAP.
I wanna see a Dragon Ball with realistic fully destructible environments and structures!!!
Also a fully destructible GTA game!!
I’ve always wanted a new Pokémon game like Pokémon red, blue etc. But make it as a 3rd person game with state of the art graphics
At this point i lost hope that i will afford to play something like that , with kids and work and all. I do hope they make one , even if i play 30 minutes a day
The amount of high quality and quantity of content that this is gunna create will be mind blowing
Don’t say it, you know they are gonna do it ...
Well thats up to Bandai Namco. If a fan does something like this in Ue4 its very likely its going to get shut down by them
Is it possible to create these photorealistic environments and use VR to walk through them? Also, how does ray tracing interact with these scans? Or is it a different type of lighting ?
Quixel Megascans are fantastic.
Can a beginner make this beautiful scenes, or is this for advanced users? Can it be done on a normal mid-range gaming pc or do i need some fancy high-end stuff? I have never used unreal engine if thats not already clear.
All jokes aside this is actually mesmerizing
Why only a 1080p video resolution if you want to present your graphics engine as good as possible?
Is it possible to learn all this power?
Am I missing where the "Channel Packing" settings are? I am definitely not seeing it in the current version
Super awesome tutorial! I would love to see something similar for making stylized models/textures using Quixel's realistic assets. It would be interesting to see this combo from you guys. Thanks =)
No link in the description to the scene on the marketplace?
who needs real world when u have unreal one .
assets of that quality for free .. amazing .
If you say you're going to put a link for something down below, please do that. Where is the link to the scene that is supposed to be available in the marketplace?
Please do a tutorial just on the Megascans shader in unreal engine. How does that wall blend shader work? In the project it is called "Ml_WallMix"
Why does Bridge not input the height map?! I have that turned on but it never exports
İm so excited for next-gen games..
I still with you could mix ZBrush into Unreal Engine. Going WITH that make it so on Mixer you could make your paint brush a different displacement map and or material etc instead of using the mask or just being able to paint colour.
I'm talking about put your bare ZBrush model into UE and in the paint option, choose a Megascan material and add detail on the spot then save and or bake them to the model.
Speaking of unreal i find this video very real.
Can't image what would ue5 help us create.
Is there not anything more efficient than jpg? I guess heic has licencing issues, but how about webp or the newest avif? The problem with jpg - now when the textures become higher and higher resolution, to save them with decent quality in jpg will take an enormous space.
Please explain someone. So you need or not ue4, this mixer, cinema 4d, zbrush and everything to create dynamic materials?
this is out of this world
"Photoreal Environment Creation"
Spends first 7 minutes of video importing a very high quality gray pot in an existing scene
And last 7 minutes texturing a box. Title was misleading indeed
@@Navhkrin you don't think a photorealistic box is part of an environmental scene? And how to put those objects in to an environment is a part of scene creation?
@@Moto1987 he said "importing". not "creating"...know the difference
@@thermodynamics1110 would love to see how you think a scene is created in UE4 without "importing" assets
@@grimmx for you to be able to import assets from a flip store, someone needed to export them there. I was indeed thinking this video would cover the part about actually creating assets, not tweaking them.
This is awesome. It makes me want to make stuff with these great tools and that's really cool.
Epic/Unreal. I love you guys. Hero's. true hero's in my eyes forever grateful.
I only clicked because it looked like The Last Of Us and then found out it also sounds like TLOU :) that game really has one of my favorite aesthetics (ie everything reclaimed by nature).
All of these are great but what FPS can we expect from a standard gpu
You promised to post a link where we can try this scene ( "market place") . I cant find the link In the video description
Can we use it for benchmark?
Texture artists when they see a bunch of Megascans : DEY TOOK ERR JERRBS!!
Unreal engine being even more real than real life
Can next gen games reach this kind of visual quality at a decent resolution or even 4k?
Amazing... It's raytracing ?
Hello :)
I'm looking for a budget pc to be able to create great environments/concept art for cinematic use. (Using Unreal + Megascans + Blender)
Do you think the following spec would do the job?
- AMD Ryzen 5 (3.6 GHz, 4.2 GHz Turbo)
- GeForce GTX 1660 SUPER
- RAM: 16 GB
If not, what would you recommend?
When will megascans be available for version 4.25? I bought a bunch of stuff only to find out it’s not supported on 4.25
Great. Now I can export these and use them in Unity :D
where can i download the project source? Cannot find it in marketplace
I feel like the light should scatter more other than that the models and textures look amazing
Do you need, or is it best, to have a high rez monitor? Thanks
How do you deal with these big megascan file sizes?