It would be nice if a major video game corporation utilized these assets more in their games. It would be awesome to see roads with this level of detail become the standard for graphical detail!
Sounds cool in theory but would you be willing to wait for wait at least about twice as long for new games to release then right now as well as pay more?
@@sokkero I absolutely see where you are coming from, I do want this but not if it doubles production time/cost. I think we need to get to a point where these things can be proceduraly generated to be able to take full advantage of them. Time will tell!
@@sokkero I don't buy new games often, so waiting for a new game wouldn't be much of a problem for me. As far as costs, yes that would probably be an issue for that constant level of detail.
Pharos EDM This drastically cuts down on production time too and it's far cheaper than current methods, we'll likely start seeing a lot of indie game using these methods since it's so fast, easy and cheap. I have no idea if you have any knowledge of actual game production but it's a very long and tedious involved process.
As a professional Game Master (someone who runs tabletop RPGs/ Wargames for a living) I feel kind of bad after watching these creation videos from Quixel that have been showing up in my suggested videos feed. I hadn't thought to look into digital level design while making my game boards and the inspiration from these videos have really come in clutch to "up my game" in my very niche market. So 'Thank You!' Quixel, but also 'Sorry, my dudes...' These video make me wish I was a digital level designer. I would definitely use your product if I was.
For anyone struggling with Vertex paint channels not appearing - it seems newer version of Unreal use the "weight" painting section instead of "color".
Trespasser remake Town streets. Totally awesome! This is the level of detail. I have actually noticed, that many of the videos you guys, represent. Are in direct alignment with A Trespasser remake, which was well beyond its time. Trespasser, remake should hold no lower standards than this demonstration. It was well beyond its time, and paved the way to advanced gaming experiences.
I find this very attractive, I do scale models and some dioramas. Currently I'm working in a diorama inspired en The Last Of Us, your video is the perfect tutoríal for me, thanks!
Oh!Man you are a natural game creator, i like your videos a lot it has really helped me, Thank You!!! and keep it up until you reach a higher level in game creation Good Luck!!!
These Quixel videos demo some of the most amazing photo-realistic scenes I've seen in a game engine. I can only imagine what they'd look like through a VR headset. I've been playing around with Blender and Unity, but I'm going to have to try Unreal, having seen what it's capable of.
Yō nice video bro. I am a new creator from Call of Duty Black Ops3 Mod Tools the level editor over there is called Radiant. I am trying to learn all Unreal Engine Tools, that is the hardest thing to learn for me is "How does the editor work? Like what all tools are in this editor? What are the short cuts keys? How to toggle the 2-D editor? The 2-D editor is probably the most important thing is creating geo. Imo. The 2-D editor allows more control over drawing out brushes, placing hidden barriers such as "Clips" I will eventually figure it out, but there is just so much to take as is with any level editor". Thanks for the video. Beautiful lighting as well. Lighting is another video all together I am sure, but lighting as a tremendous impact on this scene that is not mentioned in this video. Unless these lights are all default sun volumes etc.... If that is the case, then shadows place a big part in how a scene looks. Shadows and position of the direction of the Sun Volume controls how shadows appear. Anyways great video .
@@cyberflixt 9 a month for everything? I'm new in this and I want to make games like these and hope some big companies notice me. 9/month sounds very cheap
@@niceduckbro I didn't know that I purchase two or three assets from unity3d asset store maybe a year or two ago and i use the unity Bridge but the assets depreciated so that probably why smh the book of the dead was made with megascan ruclips.net/video/Qyl8C7uWHMc/видео.html
See in Radiant the 2-D editor allows you to draw out your map, like when you hold m1 and move the mouse it will draw out a brush that is the geometry, like you can draw a straight brush then convert it to a curved patch, terrain patch, curved brush etc. Where is the 2-D editor on Unreal? Thanks.
Maybe make a full tutorial on how to make the material blend etc, after making mine, when I paint nothing happens even though I followed everything step by step
Sounds like your mesh needs more geometry. Vertex painting relies heavily on the amount of polygons on the mesh. If you're worried about performance, you could start off with a low poly... increase the polycount (I use Blender, so apply a subdivision modifier on "simple" setting, x2-4), import to unreal... vertex paint as you see fit... then bake the textures (many ways to do this in unreal) then apply to the low poly mesh.
@@sebastiancastianos1461 Wow. I had the same problem as him and you helped me to solve it. You saved me a lot friend, thanks. (sorry for typos, I'm Brazilian)
I have a problem: I have done exactly like you, but when its about painting in channels - nothing happens. And when I want to create material blend, final material is just one from the ones that I used for blend. Do you know how to fix? And which version of UE 4 do you use? Thank you!
This is completely amazing ! Wonderful ! I just downloaded UE4 for several weeks, I am completely new in 3D creation, but want to learn myself and began with basic UE4 tutorials. Im an not sure if I should continue first continue investigating UE4, or directly continue by exploring Quixel Bridge and Mixer. I added by default all the Megascan content in my UE4 library, but after I saw that most of them are done for UE4 up to 4.24, and now it is 4.25. (same for many other free content). Will all Megascan content be upgraded to work also with 4.25 and higher UE4 releases, or should I downgrade UE4 to 4.24 instead of 4.25 ?
Seems like this would be used primarily in a smaller scene or for eye candy shots. Can this same amount of detail be used on massive large scale environments the size of Fallout4 or Skyrim? Or for 64-kilometer terrains without killing the hardware? What would be the size and scope limitations?
I have a small question how it looks with Quixel if, VR technology continues to advance in stride, especially with the tehma phantom sense. Because Quixel does more than just a large textures database. Or will the Tehma be interesting for a couple of decades?
Does anyone have any idea how to use the Blend Material setup with source materials at different texture sizes? Say I have two 2x2 materials, and one that isn't. Right now when I tried that auto blend material setup, it works great, but the one material doesn't have the correct scale. Is there a easy way to manipulate the tiling for one of the Blends? Any help would be awesome! Thanks!
So, I'm making a game that'll hopefully get realised soon it needs another 300 hours yet but you've given me great inspiration and thank you. I have a powerful pc so I'm using Ray tracing effects.
It boils down to making sure your meshes either have supporting edge loops, or that you setup your smoothing groups correctly... depending on if you are using Blender, Modo, 3DsMax, etc... Also depends on how you've setup Unreal Engine. Making sure to check off "Use Normal Maps to Calculate lighting", etc.
Can you create a tutorial on how to create the road itself without those paintings? i mean i need to know how to create the road itself the main road so later on i can paint on but can't find any videos on youtube that shows how to create the road itself!
Really enjoying Quixel but points go fast when a lot of the 3D assets are 8 points. And sometimes just for some really simple models like curbs. Or weeds. And I appreciate the bonus assets you get, but would be nice if we could actually pick what those were. A lot of the ones I seem to get are 1 point.
this is the only reason i dont use quixel. its targeted more towards aaa type studios or big established indies. you can barely make half a game with over 100 dollar worth of assets.
@@kev117_ I wouldn't say it was only for aaa games, its affordable. I've gotten quite a few assets for my points this year. I just think some of their simpler assets shouldn't be using up 8 points.
I Love your videos and the way you break down and explain how things are made and work especially with mixer of which I am a green beginner. Which brings me to my question. If I create a road texture in mixer with sewers debris and imperfections(post apocalyptic) and I want to create a road in twin motion using my texture I created. Do I have to make several different textures in mixer then apply them to same sized primitive objects in twin motion to create a stretch of roadway , the reason I ask about making several different textures of the road is to avoid repetition. Do you have a tutorial that shows how to make a road in twin motion like that or is my way of thinking correct? I’d like your expert advice and guidance on this .Love your videos, I’ve learned a lot from what I have watched, I look forward to seeing many more about mixer. do you have a full tutioral on how you created to geometry for the road>
I’ve spent hours in the Unreal material editor trying to implement the different channels to make it look realistic and not just a flat material. Does Livelink do this?
Thank you for the lesson! But I still don't understand how to set up the material itself in the decal. The material that is imported from the Bridge, I do not understand how to switch the mode to "Deferred Decal" Whereas with ordinary materials there is no such problem. Please tell me how to do this?
where can we find the DecalActors as its showing here? When we import decal surfaces from Bridge they have a blurry outside area unlike here where its just the Decals. Would much appreciate your help on this.
I have try to create landscape in ue4 everything was fine but the grasses look very bad from top (basically it's disappear ) and weird shadow after bake please help me out and btw grass was from megascan
Excellent, but we want realtime 1-2 hours step to step videos. Just chill and experiment, discuss new things, trial and errors are okay, you don't have to prepare anything, just launch unreal/3dsmax/mixer etc. and record
Interesting video! I like the part where he shows how to use the bridge and combine it with megascans live link, this plugin it's very simple to use. I would like to know if it possible to use a similar method with live link if i want to make "landscape layers" directly like this without loosing time using blue print and connecting every materials as "layer"?
@@theadnart1 Thanks for the reply, I hesitated to take a yearly subscription, but now I can see that quixel's staff work a lot of new features and they are close to their customers. Makes me more confident !
Partnership between Quixel and Epic is amazing. Really enjoyed it.
It would be nice if a major video game corporation utilized these assets more in their games. It would be awesome to see roads with this level of detail become the standard for graphical detail!
@Challe3d Yes, yes I do. Half the fun of buying a new game is to see how far you can push it. Does this break, is this in full 3d, does this burn etc.
Sounds cool in theory but would you be willing to wait for wait at least about twice as long for new games to release then right now as well as pay more?
@@sokkero I absolutely see where you are coming from, I do want this but not if it doubles production time/cost. I think we need to get to a point where these things can be proceduraly generated to be able to take full advantage of them. Time will tell!
@@sokkero I don't buy new games often, so waiting for a new game wouldn't be much of a problem for me. As far as costs, yes that would probably be an issue for that constant level of detail.
Pharos EDM This drastically cuts down on production time too and it's far cheaper than current methods, we'll likely start seeing a lot of indie game using these methods since it's so fast, easy and cheap. I have no idea if you have any knowledge of actual game production but it's a very long and tedious involved process.
Amazing!! Please do more videos like this! :o
More are coming, every week! :D
@@quixeltools Awesome, I will watch them all! :D
*THIS IS AMAZING*
@Nagato is better than Punk Naruto just make it like ue4. The unity and ue tools are similar, or not?
@Nagato is better than Punk Naruto Epic the company that made unreal owns quixel I think and that's why you can use assets free on ue4
As a professional Game Master (someone who runs tabletop RPGs/ Wargames for a living) I feel kind of bad after watching these creation videos from Quixel that have been showing up in my suggested videos feed. I hadn't thought to look into digital level design while making my game boards and the inspiration from these videos have really come in clutch to "up my game" in my very niche market. So 'Thank You!' Quixel, but also 'Sorry, my dudes...' These video make me wish I was a digital level designer. I would definitely use your product if I was.
Wonderful! Thanks for the tip on MS livelink plugin!. Thanks for sharing
Hi.. apologies for the comment! Can I get a subscription? :)
I love these videos. It'd be interesting to see the total amount of points used to create them.
For anyone struggling with Vertex paint channels not appearing - it seems newer version of Unreal use the "weight" painting section instead of "color".
Trespasser remake Town streets. Totally awesome! This is the level of detail. I have actually noticed, that many of the videos you guys, represent. Are in direct alignment with A Trespasser remake, which was well beyond its time. Trespasser, remake should hold no lower standards than this demonstration. It was well beyond its time, and paved the way to advanced gaming experiences.
Imagine what this will look like in 10 years 😍 you won’t be able to tell the difference between real life or a game
beautiful and realistic
I find this very attractive, I do scale models and some dioramas.
Currently I'm working in a diorama inspired en The Last Of Us, your video is the perfect tutoríal for me, thanks!
This is a really believable scene. It's familiar to the point that it reminds me of places I've been, and I can picture myself walking through it.
Oh!Man you are a natural game creator, i like your videos a lot it has really helped me, Thank You!!! and keep it up until you reach a higher level in game creation Good Luck!!!
You guy should make a game. definitely everybody will love it
Thank you for this great workflow demonstration.
These Quixel videos demo some of the most amazing photo-realistic scenes I've seen in a game engine. I can only imagine what they'd look like through a VR headset. I've been playing around with Blender and Unity, but I'm going to have to try Unreal, having seen what it's capable of.
I am definitely going to use Mixer soon in the future. It looks very much worth it.
Streets... YAY!!! ;-). The only thing missing is Wiktor's Cyperpunk Environment from his Streetvid converted to Apo!
Quixel has the best quality tutorial.
Ubisoft wants to know your location.
You're awesome!!!!!!
Love from India
@My Friend India is great thats why...
The platform you're showing your cheap worth on is owned by an Indian.
Yō nice video bro. I am a new creator from Call of Duty Black Ops3 Mod Tools the level editor over there is called Radiant. I am trying to learn all Unreal Engine Tools, that is the hardest thing to learn for me is "How does the editor work? Like what all tools are in this editor? What are the short cuts keys? How to toggle the 2-D editor? The 2-D editor is probably the most important thing is creating geo. Imo. The 2-D editor allows more control over drawing out brushes, placing hidden barriers such as "Clips" I will eventually figure it out, but there is just so much to take as is with any level editor". Thanks for the video. Beautiful lighting as well. Lighting is another video all together I am sure, but lighting as a tremendous impact on this scene that is not mentioned in this video. Unless these lights are all default sun volumes etc.... If that is the case, then shadows place a big part in how a scene looks. Shadows and position of the direction of the Sun Volume controls how shadows appear. Anyways great video .
That’s so good bro keep it up
*Amazing!!!* _I love your videos!_ 👏👏👏🍃✌
I want to live in a world like that, I like the grass on the middle of the road.
I always watch these but dont even use UE4 lol
Same here:-)..I always love to see environment creation using Unreal and Quixel does it magically. Respect!
@@dreamzdziner8484 I do use ue4 but it still complicated and it's quite expensive even for a perfect road
@@cyberflixt So basically we have to purchase each packs (Forest,Road,Debris etc) for creating this scene....correct?.
@@dreamzdziner8484 as i seen we need a subsuscription
Edit : 30d free and 9$ the month
@@cyberflixt 9 a month for everything? I'm new in this and I want to make games like these and hope some big companies notice me. 9/month sounds very cheap
Ngl the view are really stunning
I was wondering can you do a unity3d of same seen but show how you did sidewalk? Great video and very inspiring ❤
Would be great indeed!
Sidewalk was made in a different program
unity lul
Quixel is owned by unreal engine ,I don"t think you can use the megascans library in unity.
@@niceduckbro I didn't know that I purchase two or three assets from unity3d asset store maybe a year or two ago and i use the unity Bridge but the assets depreciated so that probably why smh the book of the dead was made with megascan ruclips.net/video/Qyl8C7uWHMc/видео.html
Love it autocad and cinema 4D are far superior in render , but create a mesh is a nightmare. I am jealous how UE made it so easy.
Another way to do this, is to just photoscan the roads in Winnipeg where I live.
It’s not post apocalypses road, it’s regular road of Russia.
Something even better.
As Ukrainian can confirm (our road pretty similar))
Uau vc é incrível cara continue com seu ótimo trabalho !!
Beautiful.
Imagine making a game with these graphics
It would probably lag or max out at 60 fps on the best PC's
Games do have these graphics, you just don't really notice it in person, not to mention you are not in a freecam flying around at different angles.
This....this is AMAZING!
That's really simple and amazing
Tremendous way to explore the possibilities of Unreal Engine, Countless Thumbs :)
Amazing! Thanks!
See in Radiant the 2-D editor allows you to draw out your map, like when you hold m1 and move the mouse it will draw out a brush that is the geometry, like you can draw a straight brush then convert it to a curved patch, terrain patch, curved brush etc. Where is the 2-D editor on Unreal? Thanks.
Amazing! Super cool!
Maybe make a full tutorial on how to make the material blend etc, after making mine, when I paint nothing happens even though I followed everything step by step
Sounds like your mesh needs more geometry. Vertex painting relies heavily on the amount of polygons on the mesh. If you're worried about performance, you could start off with a low poly... increase the polycount (I use Blender, so apply a subdivision modifier on "simple" setting, x2-4), import to unreal... vertex paint as you see fit... then bake the textures (many ways to do this in unreal) then apply to the low poly mesh.
@@sebastiancastianos1461
Wow. I had the same problem as him and you helped me to solve it. You saved me a lot friend, thanks. (sorry for typos, I'm Brazilian)
@@sebastiancastianos1461Thank you very much !!! You are my savior!!!!!
What are the exact steps/setup to make the decal blend with props placed on the street like shown at 5:00? Thanks!
Did you find out how he did it. maybe some other tutorial to learn.
@@himanshuchauhan1015 The decals blend automatically over multiple assets. No extra steps needed. Now that I actually used it, it makes more sense :)
@@EpicScapes thanks, I am trying to do it in blender, but does not look realistic, looks flat
I have a problem: I have done exactly like you, but when its about painting in channels - nothing happens. And when I want to create material blend, final material is just one from the ones that I used for blend. Do you know how to fix? And which version of UE 4 do you use? Thank you!
same here
I love your videos. Awesome:)
Thank you, I will use more decals
This is completely amazing ! Wonderful ! I just downloaded UE4 for several weeks, I am completely new in 3D creation, but want to learn myself and began with basic UE4 tutorials. Im an not sure if I should continue first continue investigating UE4, or directly continue by exploring Quixel Bridge and Mixer. I added by default all the Megascan content in my UE4 library, but after I saw that most of them are done for UE4 up to 4.24, and now it is 4.25. (same for many other free content). Will all Megascan content be upgraded to work also with 4.25 and higher UE4 releases, or should I downgrade UE4 to 4.24 instead of 4.25 ?
Imagine you have the budget to work with all these assets :D
If you use UE4 exclusively you can access everything inside Megascans for free I believe.
These are basically Indian roads but better
😁😁😁😅😄😅😁😂😁😂😁😂😁
Hahahahahahahahaha:|)
insanely racist comment!
@@watcher8819 ah yes an indian kid addressing a problem in his country is racist. Damn all these snowflakes should toughen themselves up a bit.
@@watcher8819 you surely are a fun guy
I love these videos.
Seems like this would be used primarily in a smaller scene or for eye candy shots. Can this same amount of detail be used on massive large scale environments the size of Fallout4 or Skyrim? Or for 64-kilometer terrains without killing the hardware? What would be the size and scope limitations?
postapocalyptic? its a main street street in latvia... :P
Hahaha same in downtown Ecuador 😂
hahah .. Krasnoayrsk (Russia) near my house ))
I have a small question how it looks with Quixel if, VR technology continues to advance in stride, especially with the tehma phantom sense.
Because Quixel does more than just a large textures database.
Or will the Tehma be interesting for a couple of decades?
WOW!!!!
Looks awesome
What PC are you using, BTW great vid awesome scene
Does anyone have any idea how to use the Blend Material setup with source materials at different texture sizes? Say I have two 2x2 materials, and one that isn't. Right now when I tried that auto blend material setup, it works great, but the one material doesn't have the correct scale. Is there a easy way to manipulate the tiling for one of the Blends? Any help would be awesome! Thanks!
So, I'm making a game that'll hopefully get realised soon it needs another 300 hours yet but you've given me great inspiration and thank you. I have a powerful pc so I'm using Ray tracing effects.
CANT WAIT FOR TARKOV .12
You are amazing !!! Thank you !
For this realistic lighting, did you modified the .ini file?
Check this guy out. Helped me a lot watching this series to understand how lighting works. ruclips.net/video/371YAnQF73I/видео.html
It boils down to making sure your meshes either have supporting edge loops, or that you setup your smoothing groups correctly... depending on if you are using Blender, Modo, 3DsMax, etc... Also depends on how you've setup Unreal Engine. Making sure to check off "Use Normal Maps to Calculate lighting", etc.
Man if you could import these into blender, and then into SourceFilm editor. These would make amazing terrain.
Thats unreal
Awesome! Thank you|!
You should try and do an abandoned highway in the middle of nowhere
Quixel: what about draw calls in a way you are doing scene?
Awesome!!!
This looks so good!!! 😍
Wow thats apocalyptic to you? Thats the usual here in México xD
Please make a video on scene lighting please
wish i could make those meshes for the road...
It's awesome
Can you create a tutorial on how to create the road itself without those paintings? i mean i need to know how to create the road itself the main road so later on i can paint on but can't find any videos on youtube that shows how to create the road itself!
Really enjoying Quixel but points go fast when a lot of the 3D assets are 8 points. And sometimes just for some really simple models like curbs. Or weeds. And I appreciate the bonus assets you get, but would be nice if we could actually pick what those were. A lot of the ones I seem to get are 1 point.
this is the only reason i dont use quixel. its targeted more towards aaa type studios or big established indies. you can barely make half a game with over 100 dollar worth of assets.
@@kev117_ I wouldn't say it was only for aaa games, its affordable. I've gotten quite a few assets for my points this year. I just think some of their simpler assets shouldn't be using up 8 points.
I Love your videos and the way you break down and explain how things are made and work especially with mixer of which I am a green beginner. Which brings me to my question. If I create a road texture in mixer with sewers debris and imperfections(post apocalyptic) and I want to create a road in twin motion using my texture I created. Do I have to make several different textures in mixer then apply them to same sized primitive objects in twin motion to create a stretch of roadway , the reason I ask about making several different textures of the road is to avoid repetition. Do you have a tutorial that shows how to make a road in twin motion like that or is my way of thinking correct? I’d like your expert advice and guidance on this .Love your videos, I’ve learned a lot from what I have watched, I look forward to seeing many more about mixer. do you have a full tutioral on how you created to geometry for the road>
So good!
У меня в городе такие же дороги=) Привет из России.
great stuff!
I’ve spent hours in the Unreal material editor trying to implement the different channels to make it look realistic and not just a flat material. Does Livelink do this?
Y1NGER livelink is a plugin to blend material
Lightning tutorial please
how do you get the mesh like the shape of the road with the sidewalk and curb
FLYING DEBRIS WOOOOOOOOOOOOOW!!!!
Fantastic))
can we get an updated version of this?
what do the decals or details look like at the end of the road where the asphault meets another material? It looks uneven.. how was it done?
#greattutorial #unrealengine #textures #epic Thank you.
Can one download this exact scene somehow to test the performance?
Does this have RVT or something? How are the meshes blending into the ground?
How is the performance of this specific scene? Is it possible to run this smoothly on VR as it is?
Did you ever find an answer?
It inspired me!thanks!
Thank you for the lesson! But I still don't understand how to set up the material itself in the decal. The material that is imported from the Bridge, I do not understand how to switch the mode to "Deferred Decal" Whereas with ordinary materials there is no such problem. Please tell me how to do this?
where can we find the DecalActors as its showing here? When we import decal surfaces from Bridge they have a blurry outside area unlike here where its just the Decals. Would much appreciate your help on this.
Боже мой, это действительно круто!
I have try to create landscape in ue4 everything was fine but the grasses look very bad from top (basically it's disappear ) and weird shadow after bake please help me out and btw grass was from megascan
2 questions. Do static meshes like this drop FPS? And any recommendations or direction on how to do a large map like this?
Ultimate!!
Its possible make this create material blend for landscape?
I wish you showed us how to build the actual streets and sidewalks…now I’m so stuck lol
can i use the same method shown here to export custom textures using UE5.1 or even 5.2?
Excellent, but we want realtime 1-2 hours step to step videos. Just chill and experiment, discuss new things, trial and errors are okay, you don't have to prepare anything, just launch unreal/3dsmax/mixer etc. and record
Interesting video! I like the part where he shows how to use the bridge and combine it with megascans live link, this plugin it's very simple to use. I would like to know if it possible to use a similar method with live link if i want to make "landscape layers" directly like this without loosing time using blue print and connecting every materials as "layer"?
We haven't implemented any terrain-specific feature to the livelink yet, but that's in the works! :)
@@theadnart1 Thanks for the reply, I hesitated to take a yearly subscription, but now I can see that quixel's staff work a lot of new features and they are close to their customers. Makes me more confident !
Hey Quixel how did you make the sidewalk, also how do you blend road material and curb material?