There's a great Quixel article about blending assets https://quixel.com/blog/2020/1/22/blending-megascans-assets-in-ue4
It's targeted to megascans but the same techniques probably apply to your case as well
Community management is an integral part of any game or game-adjacent space, like game art tools. Speaking as someone who's managed Quixel's community since 2014 I can say that I've... seen some stuff in the past, and not all of it was something I want to repeat here. People can be vicious and cruel when everything is just words on a screen to them.
A good CM handles these issues before they become issues, and helps relate to the community and provide a sense that the company or development team cares. If you don't do this you run a serious risk of the community spiraling out of control and turning into a pitchfork mob.
comes with a closed source application which has:
1) No linux port
I like how standards made these years, it further caused my interest ,expectations and courage of being a software engineer go down.
They're scanned using photogrammetry and chances are most of the assets are from this group: https://quixel.com/
If you're at all interested in 3D there's not a better time for it, blender and Megascans are free.
> Also, video game graphics and art are extremely complicated, not matter which tool you use. You should NOT focus on graphics at all when you are starting out.
That's why Unreal has Quixel Megascans, a GIANT library of movie-quality assets. This includes models, textures, materials and so on.
Take a look: https://quixel.com/megascans/home
This. If the rumours of them using UE are true, we'd see a substantial upgrade, especially when it comes to lighting and textures (they might use Quixel megascans for textures to speed up development)
If you just want to play and make maps. Check out brushify too. https://www.brushify.io Quixel is part of Unreal 5 so you can grab assets from there as well and make something for fun. https://quixel.com
Looks great, I would consider adding more detailing to where the building meets the floor, so you don't get such a clean line. You could also try adding some more general details to the streets like pedestrian crossings, drains and stuff. There's a great Quixel street asset pack that would be great for projects like this. You could potentially add some litter to the streets in a way that's subtle, so you don't notice it but the street looks used :)
If you download it from the marketplace, you have to download the full package first.
If you want to use single Megascans, you should install Quixel Bridge.
You can find and download all the scans that are in the bigger packages with it and export straight to your UE4 project by installing the plugin through the software.
I found links in your comment that were not hyperlinked:
I did the honors for you.
^delete ^| ^information ^| ^<3
What makes you think that? The detail and photogrammetry is easily done today with an iPhone Pro/iPad Pro and even if you don't have one, Epic aquired Quixel, making Megascans free for everyone using UE. So yeah, if you require to do something with photogrammetry, Unreal Engine has the biggest library of photogrammetry out there.
And hell, let's say you're talking about models. Unreal Engine completely throws away the concept of polygonal budgeting with Nanite, making the job of making assets a million times easier for a skilled 3D artist since they can simply model without doing retopology, light maps and a bunch of other things that are incredibly time consuming.
Super complex is the actual hell people went trough to make Anomaly what it is now... it's seriously an odyssey compared to whatever challenges you face with Unreal Engine.
Yeah, the techniques are something that have become quite common place in the industry. Quixel megascans is an entire suite of thousands of materials and environment models that were all photoscanned for example.
Yeah sure! For the lighting I actually kept it quite simple. I used an interior HDRI from PolyHaven). I made sure it was contrasted enough to give it that dramatic look (there's a category for "high contrast" HDRIs). I also made sure to build the scene in a way that would make some sense (essentially adding walls for proper reflections and a hole for where the window should be).
The materials were quite tricky. I downloaded various PBR textures and used surface imperfections and geometry-based effects, like AO or Normal, to make them more realistic. For example, adding some dirt in the crevices using AO and a Dirt Surface imperfection texture. I ended up with some gigantic node setups that are probably a bit unnecessary but it got the job done. I downloaded them from Poliigon.com, textures.com and quixel.com/megascans
Hope this helps!
I can do that in Photoshop, but MetaHuman is super limited. For reference, Cobey was based off of this fella: https://quixel.com/megascans/metahumans?category=metahumans_presets&assetId=amawkIMF
I pushed the engine pretty far haha.
Unreal provides A LOT of assets for free. You want to create a city like that you can just drag and drop buildings someone else made into your project.
I knew that RE: Village used Megascans as I do too, after seeing the posts and a quick search on their site I found the asset used.
It's aptly named 'castle stairs' and is clearly widened and copy/pasted into the scene.
Sorry to disappoint y'all, hopefully some of you will see this.
> DDO was a nice Photoshop plugin, but I think Quixel discountinued it.
Let me introduce you to Quixel Mixer, the standalone successor of DDO. And now completely free!
It's still in beta-ish state, but with Epic's money backing it it's sure to develop a lot.
Have a look at https://quixel.com/
They have tons of great quality scans. Also a lot japanese once.
They come in an game LOD. The edgeflow is not what you want to do, but it could give you a nice idea what to model and how it should look like.
are you asking for the diagram or the assets used?
I think that technician use this Cyberpunk Interior Environment Kitbash Set asset pack so she have a boilerplate for the room, after that she just went YOLO and model or pay a third party for all the assets that she need that are not directly Miko, that is the common practice on the Game Development, VFX and virtual production industries and that is why companies like KitBash3D and Quixel exist.
Those assets from the Megascans library, the Mixer is just a standalone procedural texturing software with "connection to Megascans". So if you need just a textures/assets here is the megascans link Also if you want "import/export menager" then you need Bridge. (i'm using mixer and bridge) 🙂
I think megascans has a $20/mo subscription https://quixel.com/choose/personal
Poliigon is also $20/mo and works directly with blender.
blenderkit has a free tier that I use or you can pay $6/mo, it seems pretty decent for the price, but the content can be hit or miss, the plugin is included in blender you just need to create an account on the website, enable it and login with the plugin in blender. The nice thing about blenderkit is everything is already setup for blender, you aren't trying to import image maps and setup shaders, some of the materials are fully procedural to begin with. If you get a lamp it already has a light/emission/etc setup.
There are a bunch of free sites, some have paid options as well. I use textures.com if I can't find what I want on blenderkit, once or twice I grabbed a cc0 model on cgtrader. There are some post on here for other good texture websites I don't recall them off hand.
The key is to pay attention to the licenses. cc0 means you are pretty much free to do whatever you want except claim you created it and sell the thing itself directly. Some licenses require attribution, some don't, some are non commercial only. You can find a lot of free models on sketch fab for instance, but some are non commercial and I think they all require attribution. The same goes for music, there's a lot of free music you can use in your videos. Just understand that there is no generic definition of "free" everything has terms, just be respectful of the artist, one day you will be the artist deciding if and how others are able to use your work.
Another good option if you don't mind paying $20/mo and you are only looking for textures/materials is substance, substance source has a lot of materials and you get monthly credits with your subscription.
Good question, but I don't think it'll be very successful.
It'll probably be more difficult to do the graphic details as you're going to need to hand paint a lot of textures whereas those using more modern styles can use libraries and tools from Epic's Quixel (Which is free for Unreal Engine use) or Adobe's Substance which let them grab photoreal scans/procedural textures, remix them quickly to produce their own unique assets, and then paint them directly onto their models. Watch a few videos about Substance Painter or Quixel Mixer before deciding to ignore them.
You could just take the colour maps from the PBR assets but that would look truly awful as they have been intentionally processed to remove the shadow and highlight detail that you'd need but a PBR workflow wants to avoid.
If you're using UE4 then you also won't have it be much easier to run. You'll have saved a bit of GPU memory by not having all of the PBR textures but it'll still be going through all of the rendering stages it would it would anyway- just because you're not giving it Metal and Roughness maps doesn't mean the engine won't be doing those maths anyway.
If c4d is anything like blender he prob used a particle system and used a particle system and like he said grass assets from quixel like this one https://quixel.com/megascans/home?assetId=tbbqejqr
I used to teach 3D modeling in Blender. I'd have my students use Quixel Megascans for texturing. We'd also use the Bridge which enables one-click exporting to Blender. The best part is that you can access all of this for free with an Unreal Engine license (also free). Your scene is looking great, keep up the good work!
Substance Painter is so much more powerful that it's pretty much essential. Although Quixel seems to be a popular (and free) alternative.
If you do go for Substance, get a perpetual license from Steam. During the last sale it was 35% off and you might get the same thing for the Halloween or Christmas sales.
Quixel Megascans has really excellent environment assets and textures, not only do you get the models, but also several LODs if you want too, its not free however.
If you want a good shock look at Megascans, Quixel Mixer or Metahuman Creator.
Both of these are 100% free and work directly with Unreal Engine 4 and 5. Anyone with a half decent computer can use these resources to make essentially photoreal textures, edit photoreal models, or create almost photoreal and animated characters.
The amount of resources that support certain graphical styles these days are so vast and so normalized that any home developer can access these tools (knowing how to use them properly I of course a different story).
That doesn't take away from the skill involved in photoreal games by any means, but there is a distinct line being drawn. At the least its easier to get a 3d reference for something photoreal rather than stylized (also due to real life objects being suitable references).
The ironic thing is that stylized games tend to be designed less smooth (often literally, where a game like SMTV or BOTW will have models with more blocky or harder edges compared to say...Resident Evil 8), but graphically they've got such an enormous amount of work put into places like textures and certain types of animation.
In a way, stylized games are like games of the PS1 era. Not necessarily having volumetric lighting or 4k textures, but what they do have is a ton of work being put into creating expressive character actions, material and texture detail, color palette...
Nothing photoreal quite looks like Breath of the Wild or Okami.
The games that impress me alot are ones like Final Fantasy 7 Remake. A game which perfectly mixes stylized models, animations, and world design with current graphic standards. Every character has such a stylized look to them while maintaining a large amount of complexity in models and colors without looking uncanny.
I would also recommend trying Blend Swap and use Blender to convert the files for Cinema to read.
For Interior design I would also recommend Dimensiva.
If you also use the Unreal Engine and have an Epic account you could also use Quixel Bridge as the licencing is quite relaxed.
The game is built with quixel megascans, here is the asset used : https://quixel.com/megascans/home?category=3D%20asset&category=Historical&category=Medieval&type=3D%20asset&search=Steps&assetId=scCxt
Thanks! The snow bumps are meshes I've generated in Blender using few displacement modifiers. To get a nicer blending between the landscape and the snow bumps I've used distance field blending. You can check this Quixel article about blending assets, also here's a great 80lv interview where I learned this technique.
Just wait till the actual trailer drops. Battlefield graphics have only ever progressed.
DICE never drops the ball when it comes graphics. Not to mention, they use Quixel Megascans for the majority of the environment.
yes you are right but they are giving out early access which is only available through their server on their server you can make your character and export it using Quixel Bridge and then animate it on unreal engine
The icicles near right side seem to have a little blending, as your follow them to upper left, it looks just like a hard line for some of them. I think in general they feel a bit unnatural in their placement and size, but thats pretty nittpicky because the other aspects seem really realistic. I dont think they are too bright but would maybe add more ice around them, maybe got splashed from waterfall or so, so it doesnt look like a ice spike coming directly from rock, but has some ice on flat rock inbetween. Simialr to how the ice on ground creeps into cave a bit. Maybe also a little light snow over the ice, and a bit of sparkle. Some small pebels and rocks, more dead plants, bones or stuff.
I wouldnt worry much though because I dont think people will notice. How did you get the seethrough ice effect? with subsurface scattering?
You probably have seen this already, but Distance field mesh blending looks nice and might work for the icicles. Seen here. https://quixel.com/blog/2020/1/22/blending-megascans-assets-in-ue4
It's not a technicality - anyone on an Unreal Unlimited plan has agreed both morally and legally to work with Unreal Engine as a rendering destination in exchange for free access to the Megascans library.
Mixer itself doesn't require any kind of subscription to work with any tool you'd like /u/Dzsaffar. The materials it ships with are completely free-to-use. Anything you download in Mixer, if you're using a subscription, is subject to the Terms of Use or the UE EULA.
Source: I'm Quixel's CM and will happily assist with any licensing questions you've got.
Check the "Featured In" section of Quixel. Shadow of the Colossus, Anthem, Battlefield V, The Division 2, Shadow of the Tomb Raider... I'd say they got places.
On the other, you have garbage like all the shovelware on Steam that just glues together pirated Unity assets.
It all depends on the direction and on how you use them. Using Knight_02
from Fantasy Knights Pack 7
that was also used in 923674 other games as your main character is not a good idea. Throwing in some store-bought bushes, trees, and rocks, however, is perfectly fine. Also, making sure they actually match and have the same style.
A simple picture like this would be very very easy to recreate to 99% of the way there. digital isn't real life but can be made to be indistinguishable more or lest. It makes sense for a iconic image that's going to be seen by a billion people literally to do it physically though.
Just scroll down this page: https://quixel.com/megascans/home
Those assets come with the nodesetup predone.
And the composition? Did you even look at the composition? If I were to ask you to draw out what was supposed to be there before would you be able to? I wouldn't, there is dirt yet none of the pillars are partially buried and there is a path that is higher than the dirt meaning those pillars where placed at random on top of the dirt.
Lastly the lighting, as OP utilises other assets why would an HDRi not be that far off from his shopping list? He seemed to have created nothing himself yet also couldn't do the simpelest of animations, here is a 3 min video on how to make a particle animation, small dust particles via the curves through the scene, add in a Force Field for Wind for good measure and bam you actually have some animation in the scene.
not sure what this is supposed to be or what the intent is
the most impressive parts about this are the megascans: (https://quixel.com/megascans/home?category=3D%20asset&category=antique)
the impressive bits of the scene should come from the artist, not the assets they downloaded. i mean, it's great for gaining internet points... not so much if you want to be a good artist
You can use blender to create the physical mesh along with the skeletal mesh pretty easily and the program does most the work for packing into a ".fbx" file then export it into UE4 and use the animation blue print guides to set it up.
Blueprints cast animations to character with simple "cast to" simple preset blue print strings.
You can Google some guides if you don't believe me on this. I really wasn't being sarcastic.
It's as simple as dragging bones an assigning parents for bones. Then dragging bones for animations in 40-120 frames.
UE4 has tools for drag an drop environments and you can use Quixel megascan library to assign all the materials.
Sources as follow and plenty more if you want them.
NB: These are pay/subscription services.
I used to have a Surface Mimic subscription and they used to be my go-to but they haven't updated in five years and their minimum subscription is 6 months for $240. You can download the whole buttload of scans for that price, but it's only a reasonable price if you have use for their whole catalog (which only has diffuse/albedo for some scans, not most.)
At this point I would recommend Quixel megascans. Their scans have 4K "bump" maps that you can enable as part of your download. Notably however they are missing any scales or lizard type skin textures.
https://quixel.com/megascans/library?search=feather https://quixel.com/megascans/library?category=creature
Another resource is [GameTextures](gametextures.com). Their material however tends to be hand-drawn, not scanned, but they do offer a free account where you can download a couple textures a month.
I personally have not used Unity for virtual production but it definitely has been by others. However, in the past several months that I have been learning virtual production, it does feel like most of the focus is on Unreal.
Epic seems to really be embracing this as well and partnering with companies like Quixel to bring extremely high quality assets to their users for free. Quixel has a ton of photogrammetry assets that they've captured around the world.
Unreal also offers free access to its metahuman creator for free which is amazing if you want realistic 3D characters.
https://www.unrealengine.com/en-US/digital-humans?sessionInvalidated=true
I've also seen some mocap platforms start to focus on better connecting their software with Unreal and specifically its metahumans.
In my short time learning all this, it does seem like you are going to have access to more assets, tools, and tutorials if you go the Unreal route. However, I'll let someone more seasoned chime in on their thoughts. I'm still new to all this myself. 😀
In terms of doing photoscanning yourself, there are lots of great resources online, this video being the latest to show up in my feed https://youtu.be/WrCOhes1Zgg, but that can be a massively time-consuming process so for most purposes using asset libraries such as Quixel Megascans is a gamechanger. Wish you the best of luck!
there is free stuff about but it really depends what you're looking for as to where you'll find them.
A lot of the rigs freely available for maya are cartoon like rigs/characters for practicing character animation . Finding realistic ones can be a little trickier, I suspect because the maya userbase is mostly people who are either learning for industry or already in it, but you can try rusty animator they have a pretty good collection and some links to other sites.
I know its not what you want to hear but if you're willing to pay around even $20-$40 on turbosquid etc, then theres a lot more options, its hard to argue that you learning new skills and getting perpetual use out of a product isn't worth less than a video game tbh.
with models/textures though, in most cases theres obj/fbx files included which you can use in maya even if its on a site generally for another software (also blender being free, you could just export the geometry to fbx).
afaik a lot of stuff for unreal is usable in maya, maya tends to be supported because the animation is typically done in Maya then exported back to unreal, the entire megascans library for example, as well as Quixel Mixer, have the ability to export straight into maya, metahumans will also when it eventually comes out of alpha.
I literally generated procedural cities/roads etc with the exact same assets that in the demo in the past few months, it's literally free to do for anyone since a long time
the demo is nothing really matrix related, it's just random procedurally generated houdini (livelink) building using megascans block from the building asset pack, with few metahumans on it sparkled.
And the "demo" was regenerated every two weeks apparently, so the city is different every time.
>You may share or sell textures made with Quixel Mixer provided you own all copyrights to any input data used to create said textures. You may however not share or sell textures made with Quixel Mixer if using source Megascans textures.
I believe this mentions that you cannot sell textures made using Quixel Mixer if you're source is mega scan textures. That being said it appears anything you make using Quixel Mixer that you own the copyright of can be sold.
Depending on your license it may change how you can use them.
According to this source a person asks this question as well.
"Am I able to sell a game using Megascans assets? "
Response from the community manager at the time states:
>You'd need a paid license in order to use the Free asset library for commercial game development.
4.1.5 Megascans Free Asset License.
This section shall only apply to the extent you are not already licensed to use Megascans Free Assets under Sections 4.1.1 – 4.1.4 above (in which case the terms of the applicable license shall apply to your use of Megascans Free Assets). Quixel hereby grants you, a non-exclusive, non-transferable right to use Megascans Free Assets solely for your internal evaluation purposes. You may not or allow others to sell, license, or otherwise commercially use or exploit any products or services containing Megascans Free Assets.
More information may be found by visiting the Terms of Use: https://quixel.com/terms
OMG, sorry for sounding dumb. And thanks for answering anyway :)
I "of course" understand how to set up the material! Yes.
But look at this:
https://quixel.com/megascans/home?environment=desert%20biome&assetId=vd5sdas
​
It's looking awesome.. but it's not a height map for a terrain, I mean what would you use it for, it's like someone took great care to make a "bump map top down landscape".. When would that ever be used, why this, what is it for, is my question :)
It doesn't have roofs but you may want to look at the Abandoned Factory assets on Megascans, quite a lot of bits of rusted steel and stuff like the container textures which could be used to quickly build something.
I think the true genius of Death Stranding is how Hideo Kojima, after being fired from Konami, and working with a limited budget, and in just 3 years, decided to make a AAA version of an asset-flip game set in the United States using Quixel Megascans of Iceland.
And I'm only half joking here about the asset flip... From what I've read he had some financial support and a 70 person team of developers who defected from Konami, but that's a far cry from the 250 people who worked on Metal Gear: Phantom Pain, and 3 years is actually prety quick as far as developing a game these days goes. And you can see how they cut corners via design choices, like having the world post apocalyptic, but also virtually every structure destroyed, and all the people you meet are underground and you see them only on video screens. I wonder how many of those were actually just actors abd FMV, because if I'm not mistaken Conan's apearance was done with video and not CG.
To be fair, it's not like they would create all models from scratch. They could most likely use megascans to create an entire set, which would look significantly better than this.
You could look into either Quixel Mixer https://quixel.com/mixer, Armor Paint https://armorpaint.org/, or 3D Coat https://3dcoat.com/
And probably Blender because blender seems to add everything (half joke, I have no idea if blender has any texture painting tools or not, but they really are always adding practically everything)
So on the terms of selfmade models, there is a lot of creative freedom.
You can create a character design with some cool armor plates but have for example patterns of that downloaded or bought from somewhere. On a larger scale you could go onto Quixel Megascans and use larger scans for your projects. I did a project solely with Megascans and it worked out quite nicely.
Projects where you do everything on your own are usually things like sculpts, or things that just seem original.
I‘ve learned that a lot of things aren’t as they seem in this industry / community, and the magic of many things is most of the time crowdsourced, meaning that someone did it before you, made a tutorial and now you know how to do it as well. Which I highly encourage you to do as well! Spend days watching tutorials and you‘ll be well on your way to be a good blenderer
As others said you can direct import to Twinmotion or Unreal Engine itself.
Both give you access to https://quixel.com/ for textures and materials for free. This seems to be unknown by most folks I've seen.
you cannot download directly from the Metahuman interface.
You need the Quixel Bridge
In the email I got:
> To download your MetaHumans, you’ll need to install the free Quixel Bridge application. If you already have Quixel Bridge installed, please check for updates and ensure you are running the latest version. Once you have created your MetaHumans, you’ll see them in the MetaHumans section in Bridge.
> If you want to use your MetaHumans in Unreal Engine, you will need to install UE4.26.2 or later. For guidance on how to work with them most effectively, visit the MetaHuman documentation, which also contains more details on downloading them, and check out our tutorial series:
I havent tried it yet myself though.
Hi Dominik, that's great to hear!
Let me know if we can help you with something on the project?
Perhaps some asset suggestions to make?
One thing I noticed recently is, that there are very few wood board 3d scans in general and on Megascans. This would be an example that exists as a reference for the quality:
https://quixel.com/megascans/collections?category=tutorial&category=deserted-medieval-village&assetId=tezvbcuda
It seems like such an easy / fast thing to model. I'm surprised no one else had the idea to model a set of 3D scan quality old / medieval wooden boards.
Every medieval themed game would need tons of wooden boards to build stuff out of in a modular way for UE5.
For now we're making custom ones as a team, but there would be plenty of opportunity to use bought ones, since you can basically never have enough.
Yes, our FAQ does state that. As mentioned in my other reply, there is no restriction on the assets we ship with Mixer.
What I was correcting was your reply stating that the EULA is contingent upon whether a project is monetized. This is not the case. The UE EULA is what matters in situations involving UE-only content downloaded from an Unreal Unlimited plan - whether the project is personal, non-commercial, or commercial doesn't matter. All UE-only content can be used in other tools but must be used in those tools for preparation and ingestion in UE, not as a method to render assets or otherwise avoid using UE.
Mixer is a 100% free-to-use program and has no restrictions provided that assets aren't downloaded from the Megascans library. Those assets are governed by our Terms of Use or the UE EULA.
I would prefer quixel as I got really good at it overnight. the software is that simple.
it's way more easier than substance.
you can import materials directly from megascans Library through quixel bridge, mix them in layers Like Photoshop, and instant export the final material to blender with all the textures pre-arranged for you in nodes.
just try it quixel mixer
Check out the Quixel Megascans library. Totally free for UE4 users and contains a lot of quality assets like this that can be exported into UE4 with one click. It’s a great starting point for photo realistic assets. Plus there are tonnes of great tutorials available for it on YouTube.
I got the grass from Megascans. https://quixel.com/megascans/home?category=3D%20plant&category=grass&search=grass&assetId=qmBr2
​
As for making nice grass I mean the 3d model usual does all the work for you. Adding in different sizes and rotation angles is good too becuase when you look at grass each strand is different. Foliage is kind of a pain in the ass for making it look somewhat real. I rarely do outisde scenes with lots of grass since I did this scene haha.
Thanks! Well that asset is from Quixel megascans wich is free to use when you have a license for Twinmotion: https://quixel.com/megascans/collections?category=environment&category=natural&category=arctic-ice-and-snow&assetId=uhpqdjvfa
Something a lot of people seem to use if they do not make their own assets is Quixel.
Here is my first search for Windows which yields a bunch of stuff.
Have fun. :)
I saw an article that the game engine was built alongside developing the game. That is always a recipe for disaster. I imagine there was a ton of frustration making the game because the tools simply weren't there for a long time. Building an engine is a monumental task.
Edit: The article.
> While creating Cyberpunk 2077, we were working on the latest version of our in-house REDengine — which was being developed in parallel as we built the game.
i don't think anything is better than substance painter right now in terms of tools, but there are cheaper options if finances are a major concern:
armorpaint is free if you compile it yourself; there are videos of how to do that on youtube
quixel mixer is also free
armorpaint is free if you compile it yourself; there are videos of how to do that on youtube
quixel mixer is free too i believe as long as you have an epic account (i can't test this myself since i have an active paid subscription)
Thank you! Quixel has game-ready 3d scanned assets and PBR materials for Blender, Max, Unreal, etc. I highly recommend it! A few of the fire place props came from Quixel.
I found links in your comment that were not hyperlinked:
I did the honors for you.
^delete ^| ^information ^| ^<3
Quixel Megascans is one such library of props and objects. There's also the marketplace, and some of them are given away for free on the 1st Tuesday of every month. These will reset on every 1st Tuesday of the month, so you have until the 3rd to get the current rotation.
I'll still hop on this to practice but I found this during my reference search if you didn't already know about it.
https://quixel.com/megascans/home?category=3D%20asset&category=mushroom
If you have an epic games account you can access the whole library for free by installing Quixel Megascans Bridge. Since it's a personal project you don't have to worry about licensing issues. https://quixel.com/bridge
UE even comes with free rocks since Epic bought Qixel. Qixel Megascans is the stuff e.g. BFV/Battlefront 2 uses.
Here is an Epic rock: https://quixel.com/megascans/home?category=3D%20asset&assetId=ukmiagbba
That what I mean by maintaining performance via the LOD’s and graphic settings. If you compare these textures to what quixel (https://quixel.com/megascans/collections?category=essential&category=sands) is producing they are definitely not high quality. Again at distance these textures are fine, all I’m saying is make LOD 0 textures higher resolution and offset the LODs with the quality setting. So if you choose medium quality your see the texture someone with very high quality would see as their LOD 2 as your LOD 0 for example
Quixel is a company that creates highres textures and geometry for 3D environment (I assume it's them since that's the username), so I guess this is kind of a demo of what they can do. https://quixel.com/
the megascans contrast sharply with the models you've made yourself. when you don't take your own modeling to as high a level of quality as what you've brought in from elsewhere, it hurts your scene
it's a good idea to do some more Classical architecture studies. this library of Celsus at Ephesus is a great example to try to recreate as much as you can. maybe try another piece of existing architecture but try to recreate it instead of being inspired by it so you can build with greater accuracy. much has been written on the subject so there are tons of resources on Classical architecture and construction to draw from
thanks for sharing and good luck
Thanks!
About all, we used like our custom assets and likely others.
For create good forest i recomend you to use this:
https://quixel.com/megascans/home
It's free for all Unreal Engine 4 users, just take it and try on engine. For easier transport from assets to engine, i recommend use their programm named - Bridge, it's help a lot with transport material and save many time.
About Cutscene, it's our custom animation on sequencer. All lamps, mask all make on key in sequencer.
About fight, it's a lot of work, but based on a custom battle system. Some things from assets, some ours, somekind of a "golem" mayde by custom and assets BP|code XD.
By using Unreal, you get the added benefit of Quixel Megascans being free. Also, free assets every month. Should get you started a bit faster.
I found links in your comment that were not hyperlinked:
I did the honors for you.
^delete ^| ^information ^| ^<3
Regarding assets, if you're using UE then you have free access to the full Quixel Megascans library. Definitely check that out. It includes modular asset packs suited to exactly the kind of game you're describing (e.g. Medieval Village).
I found links in your comment that were not hyperlinked:
I did the honors for you.
^delete ^| ^information ^| ^<3
not sure what this is supposed to be or what the intent is
the most impressive parts about this are the megascans: (https://quixel.com/megascans/home?category=3D%20asset&category=antique)
the impressive bits of the scene should come from the artist, not the assets they downloaded. i mean, it's great for gaining internet points... not so much if you want to be a good artist
Now HDRI lightning spheres are commonplace, almost every Blender tutorial has the moment where they introduce how to get real lighting for your scene and link back to HDRI lighting. Also, people have been using that picture technique to scan in objects/terrain from the real world for a while now, to the point that they are used in games, and I believe even in the Mandalorian series with their virtual sets that are rendered real time and move (parallax) in respect to the camera. Plus the digital de-aging of actors or even revival of deceased actors recently has been pretty ground-breaking albeit still not past the uncanny valley.
Hi all, I've been working recently as an archviz renderer/drafter for a local architect and this is my latest blender project. Still a lot of work I would like to put into it but the turnaround on these projects is usually just a few days. Would like to implement some more weathering/grunge in future renders and need to find a way to quickly implement that into my workflow.
All architectural modeling was done with exported curves from cad and using Archipack pro addon to generate walls/roofs/decks. The addon has excellent customization capabilities and creates actual geometry for all of the roof tiles/wall paneling. All foliage was bought from a variety of sources including maxtree.org, quixel.com, and botaniq from the blender market. Grass was made with Scatter addon, another excellent addon with great support and documentation available.
Almost all texturing is done using basic tiling textures with my own adjustments added in the material node tree.
I don't know, why you should be limited to unity on a Mac. If it is because of performance issues, you might want to prerender your scene in unreal by making a small animation that shows the environment. If that isn't enough for your professor's, send them an .exe file of your finished project.
Since you're then probably using Unreal again, you might want to try out Quixel Megascans which is free to use for unreal, even commercially.
I as well don't know why you should be limited to blender, because as far as I know, there is a free student version of the application. But if you want to stick with blender, it is actually pretty similar to 3ds. Most of the times, you just extrude and move vertices around.
if you want to stick with blender though, you should check out this tutorial series and then decide where you want to go with your environment. I would recommend something fairly easy, and in our current time, rather than the future.
Oh and by the way, Quixel has a YouTube account with tutorials on their applications as well.
https://quixel.com/megascans/home?search=blood
It costs. But if you link your Epic Games account to your Quixel account all assets on the site are completely free.
grass looks great. is this real time or rendered? I've been using Megascans but it takes a performance hit even when I am using GPU instancing of the mesh. /shrug
In the mixer's website they say this
" Mixer is a complete and constantly evolving 3D texturing solution, extremely easy to use, and free forever, for everyone. But that’s not all: Unreal Engine users now have unlimited access to the entire Megascans library for free right within Mixer. The creative revolution is here! "
In case these leaves are actual geometry, I recommend you use cutout textures on planes. Performance and Look will improve.
This won't fit your style, just so you get the Idea:
https://quixel.com/megascans/home?search=leaves&assetId=sfttebxf2
It’s a cool idea, but the biggest problem with it would be Point 2. As soon as a developer changed an asset, it would render the entire project useless (for storage optimization purposes) as the new asset would need to be stored separately from the original.
Point 5 would be a big issue though, like I said, many companies already achieve this, for example, Quixel Megascans. If MS or Sony can’t find a way to make money off implementing something like this, I don’t see any incentive for them.
Scroll down and download UE4 Plugin and then drop the file into Plugins folder and run. Hope this helps. This is the only solution that worked for me and it was head ache. Now my pc is too weak to even run ue4 lmao
Photogrammetry is taking multiple – tens or even hundreds – photos of an object, and using them to generate a 3D object and textures. They're as photorealistic as assets can get.
Quixel Megascans is a library of over 12 500 of such assets. Available for completely free to Unreal Engine developers.
> but even then, the assets being created are still going to take some work.
*cough* Megascans are free for every UE4/5 developer.
Also: * Shortened asset pipeline * No need for a team of technical artists to set lighting to bake in a way that looks realistic, the lighting will just be realistic
I'm also trying to understand what Megascans are - I googled it and ended up at this site, where the top image is the exact same one that is being shared in the origial tweet and now I'm even more confused.
Pretty sure it was just based on a generic Uncharted/Tomb Raider/single player AAA game to show off how this tech might look in an actual production. They deliberately tried to make it look like an actual game so that people can see the technology in an in-game context, rather then a traditional cinematic tech demo.
If it looks like it was a lot of work for a tech demo, bare in mind that outside a couple of hero assets like the statue and the character all of the assets come from their Megascans library and wasn't created for the demo itself. In fact they already have a page up including the assets in question for people to download.
He mentioned on stream that they used quixel megascan assets. Go have a look here if you're not sure what that means.
Not to take away from what went into creating this, but most of those models and textures are premade and just need to be added and slightly adjusted before laying it all out. The character animations and gameplay mechanics would have taken longer than the environment.
I don’t think there actually that much unique art made for this demo, much less so than some of their ue4 demos. Epic owns Quixel now, a big 3d scan/photogrammetry asset library, and pieced the environment together using that. The more fantastical bits probably sculpted by some talented artists in a timely fashion.
You can even see the bits on Quixel’s site right now. https://quixel.com/megascans/collections?category=environment&category=natural&category=limestone-quarry
The real star is the new lighting system and nanite, which if it works like promised, is a massive workflow upgrade for developers.
Quixel's tools are available for anyone with a license.
It has been compatible with Cryengine and Lumberyard for years.
They are just now including it for free on Unreal engine.
The sky demo in this seems to be moving the sun around as needed for one planet versus keeping the sun in one place and moving multiple planets with all the effects needed for each planet.
Megascans can be treated as sources of PBR materials that you combine together to make new materials. In general, if you look at any of the content Quixel puts out , it's combining different megascans together to make something interesting.
For that purpose, they have Quixel Mixer which is targeting the same use case as Substance Designer.
Quixel.com . This website has tones of textures completely free. Just the other day I was searching for some new "scratch texture" . I went to texturehaven, went to texture.com - all of them good but with money. This one has a lot of them for free.
All in all, looks like Unreal is your best bet. Unreal's C++ is heavily-customized, it's more like U++ really, it has garbage collection and all.
Still, if neither BP nor C++ is your thing, you can always gove SkookumScript a shot. It's no longer under active development, but it integrates well with Unreal and will let you handle the bulk of your game, with minimal C++ needed here and there.
Another thing about Unreal, is that it gives you free access to the entirety of the Megascans library, which – I'd imagine – can cut the development time of your RPG quite significantly.
It's a good start keep it up!
Now time for some life devastating critique :) : First things first, the lighting. The scene seems like it's foggy but the shadows are really sharp. Increasing the sun size( idk how it's called in rhino) should give you softer shadows. Also look into HDRI's, there's an amazing website called: https://hdrihaven.com/ If you scroll in the cloudy category you will find something that fits just perfectly!
Modeling wise I would chamfer all the corners of the building, since it's made out of concrete I would do it just enough so that we can see the light bending around the corners.
Also, when you have some time look into quixel megascans. You can get it for free by having an epic games account. Here's a link to the Icelandic collection, which I think would fit the style and location you're going for, there's materials, models and a bunch of other stuff: https://quixel.com/megascans/collections?category=environment&category=natural&category=iceland
Good luck and keep getting us updated on your progress!