High-Quality Assets
Quixel Megascans offers an extensive library of high-resolution, photorealistic 3D assets, which ensures superior quality for visual projects.
Time Efficiency
Using pre-made, high-quality assets can drastically reduce the time needed to create detailed environments compared to making every asset from scratch.
Seamless Integration
Megascans integrates smoothly with popular software and game engines like Unreal Engine, Unity, and Blender, making it easy to import assets into ongoing projects.
Diverse Library
The library contains a vast array of assets, including textures, plants, surfaces, and 3D models, allowing for versatile use in different projects.
Regular Updates
Quixel regularly updates its asset library, providing users with new content and the latest in photorealistic scanning technology.
Https://quixel.com/megascans/ Quixel Megascans are free if you use unreal and activate the free unreal license. Source: over 1 year ago
Imported a model from Quixel Megascans and followed this YouTube guide on how to create multi-layer terrain! You’ll create a custom material and when it comes to the grass creation section you use the static mesh you import from quixel. Definitely took some playing around, so I recommend working on it in a test project. Source: over 1 year ago
Most models (axe, trees, and stump) are scans from quixel megascans. I just placed the raw scans into the scene. Then I scatted moss, leaves, and some other foliage on the ground with Scatter 5. I also animated the falling leaves with Scatter 5. I finally filled the background and foreground with plants from the botaniq add-on. Source: almost 2 years ago
Another recommendation for any aspiring solo or small team game developer is the megascans library: https://quixel.com/megascans/ Included in the Unreal Engine license after Epic purchased Quixel. :). - Source: Hacker News / about 2 years ago
Unsolicited plugs for people looking to get into creating assets; Michael Pavlovich & Quixel Megascans. Source: over 2 years ago
Photo scanning is a method that allows you to just scan objects. Just google Photogrammetry. There are many sides, like quixels megascans, that have plenty of photo scans in their library. I am using them for all my projects. You can do it yourself, but it took many hours for just one asset. Watch this video. Source: almost 3 years ago
However, kitbashing is a concept, not a specific tool. So I will go over the actual tools I know Huleeb has used in the past, but may have not used for this render. Graswald was most likey used for the trees and vegetation as a whole. Quixel megascans for an insane amount of highly detailed and photorealistc 3d assets generated from photogrammetry methods (although for this specific render, quixel may not have... Source: almost 3 years ago
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! Source: almost 3 years ago
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! Source: about 3 years ago
• You have access to vast quantities or great assets with MegaScans, and plenty more on asset stores. We see a lot of great composition work done by artists who do not have the modeling or texturing skills to make a single one of these assets by hand. Source: about 3 years ago
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,... Source: about 3 years ago
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. Source: about 3 years ago
What makes you think that? The detail and photogrammetry is easily done today with an iPhone Pro/iPad Pro Unreal 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. Source: over 3 years ago
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). Source: over 3 years ago
It's even the banner on the home page Https://quixel.com/megascans/. Source: over 3 years ago
It not really something that would warrant an ISC or a monthly update about. https://quixel.com/megascans. Source: over 3 years ago
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. Source: over 3 years ago
If you want a good shock look at Megascans, Quixel Mixer or Metahuman Creator. Source: over 3 years ago
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