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 ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-yqU3Z_ggfzE.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'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.
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!
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
looks like uncharted 4 graphics we are beyond that now. we deal with 8k texture movie quality assets loading in real time in under a second with no pop in for as far as the eye can see. therefore peasantboxseriesX and PC know your place
@@econnak7909 I think it's a joke, anyway though I prefer playstation to xbox, from what I heard the xbox series X has better specs, I am a PC gamer though, so that doesn't matter.
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.
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.
@@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 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 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).
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.
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 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.
Thank you, I will be doing my first archviz next week in UE4 for college, really love the effort you guys put into it. I only want to know specs needed for UE5, I want to build a PC and replace my laptop with gtx 1050, but I'm scared of buying something that won't be able to handle UE5, my laptop already struggles with UE4 and I payed over a thousand dollars for it (3rd world country prices are higher)
@@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.
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 really wish the folks in these videos would state the date this was created verbally. I saw this video late last year, however, this video is saying it was posted 17 hours ago. This is a repost.
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?
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?
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.
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!
every time i download the megascan plug in, after install i try to export the model it always tells me that Plugin Unreal engine Python failed to load because it could not be found. What am I doing wrong here?It used to work fine before engine version 4.23 but now in version 4.24 it doesn't work. I did same installation procedure. Please help.
Maybe Naughty Dog should just use this engine for their next The Last of Us. Or maybe they could just deliver a remastered version of the first game on PS5 using UE4.
These are essentially high poly Models... I downloaded a small pack to check it out consisting of twelve models and it was over 20 gb... One rock was over 2gb...ultra blu Ray is 120gb...so you can have sixty rocks... Not to mention everything else that goes into a game... Nobody is gonna download 120gbs...you have to low poly your entire asset library... That rock would have looked more or less likely identical at 20 mbs if it had been low poly'd and normal mapped... Barely any difference at all... A 2048 normal map would have easily worked for that rock... Even with mesh instancing you couldn't pull of a game with these assets.. Its bull...
This can and likely will never be applied to actual games. It's far cheaper and more time efficient to use lower quality models. It does look nice, though.
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?
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
All this is only free for use with Unreal Engine. I got that that. That's simple and it makes sense. But it's getting much more complicated when you think about the fact, that it's allowed to use those assets inside of Bridge and Mixer, even though Bridge and Mixer are not the Unreal Engine. I sure with the following: - You can use those assets in the Unreal Engine. - You can use those assets in Bridge and Mixer. - You can't use those assets in Unity/CryEngine/... to make a game without the Unreal Engine. - You can't use those assets in Maya/Blender/Substance Painter/... to make a movie. However, since it's allowed to use the assets in Bridge and Mixer, as long as the end product is a game made with Unreal Engine, I'm not so sure about the following: - Is it allowed to use those assets in Maya/Blender/Substance Painter/... to make more assets that end up in a game made with Unreal Engine? - Is it allowed to use those assets in Maya/Blender/Substance Painter/... to make a render trailer and other art for a game made with Unreal Engine?
Maybe in 10 years we will see games that are approaching this quality. Be honest to you .. NO game has ever had the quality of a new UE. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-lOaSDqLXA00.html ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-dO2rM-l-vdQ.html What good is a great engine if it is too complex / difficult to get really good quality? Maybe you should support the developers more as constantly promoting the great features that will never be implemented ... I am a graphics fan and I think that a good graphic can contribute to good gameplay and also improve the feel of the game
Elon Musk once said that in the future "video game graphics will become indistinguishable from real life". This here would be absolutely convincing if there was a VR headset that could have the same resolution as the human eye. This makes his whole we are living in a simulation idea more plausible....... Yay???
Do the exact equivalent of this tutorial from Substance Painter : ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Qk_YRkDsJrQ.html . In one hour, they showed that basically everything was doable in Susbtance. Every single detail can be added manually if needed on top of procedural masks, you have almost no limitation.
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
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.
May be a really stupid question (this is all new) but why don’t all games look the same in terms of style if all of these assets are used? If I look close enough will I see the same tree design in assassins creed and, let’s say.., Skyrim? Or a bucket perhaps?
And still colors look too much videogamish ... It's way too clean , like most video game , they always want to be so perfect it doesn't look realistic at all . Most part of the globe just don't look that way . way too much colors , too much light , to much effects or density
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.
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 ?