When scenes like this are available on the marketplace for free, are we allowed to reuse assets from the scene? Can I just yoink the burner thing with the particle effect, and use it in my own project? 🤔🤔🤔🤔 Edit: or, I can look at the bps and learn how to do it myself :)))
I would LOVE LOVE LOVE to see a walk through of some of the techniques. Quixel is great at giving overviews, but there is a real lack of walking through the whole process. Like the incense burner, just stream how you do it. Maybe I'm missing something though, anyone know of any good comprehensive tutorials for this stuff? Besides just using Mixer?
Simply beautiful :D Just found you and I am already joyfully enthralled. Thank you for your wonderful tutorials and informative videos. Keep on rocking on, stay safe, and stay awesome!
I’ve been doing this with downloaded assets for years. It’s really the way to go to improve the assets and more importantly, more accurately see your vision through.
I would like to know how to go about creating the master material that you used for the head. That sounds super interesting on its own! You guys do fantastic work!
Volume textures. Take a look at Ryan Bruck's work with these for more detail, and here's a quick example/tutorial I found: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-sweAMPQBt90.html
This is amazing! Could we perhaps also get a tutorial on how to make a decent master material? Because a lot of ur scene depends on that one master material.
How do you create master materials inside Unreal to break / hack the megascans asset? Now that would be a worth while tutorial. I see so many of these incredible epic scenes in few minute fast forward videos and all I can think is wow that’s nice, good for you. As for the scene it looks super impressive but with all these beautiful placed gilded objects and custom lit chain lamps couldn’t these Romans also find a broom? Just kidding. Sorry couldn’t help myself. It must be awesome letting your imagination run wild in Unreal with these great tools. I’m envious.
Hey Jakob this video was amazing, im sure the in depth tutorials are coming shortly, thank you for making this high quality video. could you please elaborate on your computer specs ? would this be possible on a ryzen 9 3950x with a 2080ti?
That's actually a Indian environment. Temples are generally found there. I wish someday we would have game based on Indian Culture I would love to try out.
landscape materials can get pretty complex in Unreal, is an art on it's own .....there a few good tutorials on youtube or some really good one on the marketplace.
Most of these I se from you Guys seem to be for scenes and renders, how much of this actually works for a game ready play able world space. I like to see a small series where yu build somit like say an old dark-age docks surounded bu mountains and a tunnel\Cave pathway throught the terrain to the outside landscaple that is a game ready project. keeping in mind as allready stated over views don't really go down great as tutorials, so much information is left out
You would need to learn how to utilize this in a game context. It's about optimization techniques and best practices that are totally Quixel agnostic. Quixel jus delivers the source material and its up to the user how he uses it, at full scale or as a starting point to make game ready models and textures out of it. You can't use megascan models and surfaces "as is" in a game production the same way you can't use high res photographs as is in a games production. But yeah I agree, there should be tutorial content about that too and im sure Quixel will deliver something. The only thing is that it is a too huge and complex of a topic to jus cover entirely in relation to the specifics of megescans. Its much more global 3d realtime optimization and 3d modeling knowledge that's totally unrelated to wether using scanned material or not.
so I just watch these videos because theyre entertaining im not an artist or anything so i wanna ask could this be implemented into a game, does it take too much power to load this one area or is it just not the right engine for a triple a game? because I can perfectly imagine entering this area in some cool open world game
this takes damn too much resources, the 2-3 second video animation you saw of the candles you have taken minimum 2-3 hours to render on a RTX pc or maybe more.
Hey! Quickly chiming in if I may: with a bit of tweaking and obvious cutbacks with real time ray tracing, this scene could be built similarly for a game environment, in the same engine. The entire demo runs at roughly 24-34fps in FHD on my setup (single RTX 2080ti), 20-23fps on 2K. The candle shot is one of the cheaper ones as the draw distance is very short. For final pixel - with all effects boosted and rendered at 6K - we are obviously looking at more overhead but at native 4K, the entire cinematic wouldn't take more than a couple minutes to render, at 2K its close to real-time :) Hope this helps!
the cool thing is, for the first time in a long time, pc will have to innovate HARD to keep up price to performance in the upcoming console generation. *puts on tinfoil hat*. I suspect amd is showing off their gpu capability in the next generation of amd gpus. However instead of trying to hype it up by going directly against nvidia. It WOULD SEEM they are blowing nvidia out of the water in terms of price to performance in the CONSOLE SPACE so that when they release similar gpu's on PC they will just skip the red vs green debate entirely by saying "this is what we did for the plebs, wait till you see what we do for the pc."