They are! The extended breakdown: ua-cam.com/video/QTi-NYw-EAk/v-deo.html Although these are not beginner friendley tutorials, you have to have some basic or even intermediate knowledge of ue4. Good beginner tutorials would be Virtus Learning Hub
I want to thank you for your message at the end of the video. For quite a while now I've started to have a sort of artist's dilemma when it comes to making environments. As I've been feeling that using premade texture libraries and whatnot to make these environments would be kind of "cheating" or "fake" as an artist. But your take on it at the end really helped. Because in the end, I can have all these fancy textures but if I don't know how they should be layered, how the scene should be composed, or how to light it properly, then they don't really do me any good. And that's where my artistic skills would come in. So thanks again.
I often feel the same way. Just have to constantly remind yourself that it's all tools! Megascans is no more of a tool than, say, Substance materials. The end result is what matters. Whatever "cheats" you may have used is irrelevant. Good tools make light work!
This is like painting in 3D This is Art and developers of games should hire guys like you and pay for this Art and take full maps from you for their games
even though im tyring to get to grips with unreal and Quixel without blowing up my laptop, these tutorials are so great to keep making me try new things
That’s amazing. The future of gaming.. oh yeah! One question, at 6:59 is the water surface on the left of the puddle in the foreground on an angle? Or is that just a trick of the light?
Thinking that such visual fidelity would translate well in a PC game but not a console one really subtracts a lot from the equation. This gives silent hill vibes and would truly shine if it wasn’t for the hardware limitation.
Absolutely amazing. So how do you get this to then look photo realistic cinematic, if this was green screened into the back of a couple of actors it would look real with shallow DOF, but would still look a little game engine-ey when in focus for a master. Can anyone recommend how that would be achieved?
can you explain more what trim sheets are and how they're are used? I'm coming from a CAD background and I'm assuming I can just create an extra surface to apply the decal onto....? is that the gist of it?
I have two questions 1:Why my Materials looks flat like an image when I export them to UE4? anyone know why? 2: When I use plants I cannot see the wind animation,why they don’t move? Thanks☺️
Hi, "flat" when using our Megascans asset? Make sure you have downloaded and imported the displacement map and also double check if you've enabled displacement. Any object would need tessellation at geometry level (on the model). As an alternative option you have bump offset and parallax occlusion mapping, depending on the end result you are after. ^Jin
@@dr.edwardrichtofen8980 Could you look into my reply in this forum post? help.quixel.com/hc/en-us/community/posts/360006315417-Wind-on-3D-plants We invite any of our users to use our official forum to post their questions and possible issues they may have! Feel free to make a new post if you coudn't find an existing answer. ^Jin
Great content. At 04:14 you are adding decals directly into unreal from quixel and it is there with real depth. How to do this in 3ds max with corona render. I mean if we want to add manhole cover and lot of cracks into an asphalt plane , all with real depth in render. Thank you :)
Yay! Now I just need to buy a $8,000 PC to run this in 60 FPS or the players will have a bad experience (and expect all the players having hot rigs as well) XD But joking aside, I have to warn newcomers who actually are doing a game (if you're creating a portfolio as an artist, ignore this, please). To have a nice looking game, don't forget the performance and optimization, as it has a huge impact in the final visual quality (don't forget the "rest" of the things to add, like AI, enemies, limited dynamic lights, complex blueprint events, etc). Honestly, I wish someone told me it before I started the game. It's a huge difference between developing a game and just "knowing about this" without adding all the elements in the game. About Quixel, their textures are great! I've tested some free samples and they're good. A good option if you don't any of Substance "family" (Designer and Painter). I haven't tried their Mixer or Bridge because I'm working directly on Ue4 blueprint master materials to generate different instances. Hope this info helps.
Can someone tell Me please - how to import that Master Material in Unreal Engine? Because that is .UASSET file - Unreal refuses to import it by itself.
Drag and drop into contents folder out of UE4. You will need to assign a normal map to the water though. Then add your Textures. Pause the video around 2.24 and look at how he setup the materials.
Why start in Maya and then continue in Unreal? What's the advantage of this instead of working solely in UE4? I'm asking as I'm a beginner and learning the engine at the moment.
Whenever i export an asset from bridge it shows exported successfully but the asset doesn't show up in blender. But when i go the shading tab in blender it's texture shows up in the materials. But still there is no 3d asset! For eg - if i export the wall you exported in this video, that wall wouldn't show up in my blender but the texture of the wall will, and then i can give its texture to any mesh. I'm using blender 2.9 and bridge 2020.3.3 pls help....i really don't know why this is happening :(
Quixel your tutorials are great but your assets are expensive af, with 40 points a month or what you now give users with your standard plan will barely give you a hand ful of objects to work with, let alone getting some textures for that as well I feel these guides would be more useful if the average person could actually afford them, perhaps you could create another plan for private users that's a little more expensive than your current standard, but that gives you access to all your assets, or perhaps a plan similar to your indie developer plan, but for individual creators? Snälla nån, era marknadsknep känns lite lika EA's lootbox strategi med dessa random textures och objekt man får varje månad, och ert poäng system är typ som ett online kasino, rent seriöst? Vad tror ni att ni har för kunder?
True. The assets are a bit expensive in my opinion too... I already have to pay for licenses ( AutoCAD and Maya ) and I know a lot of hard work goes into making assets and such, but damn; I would appreciate an alternate plan for private users too.
exactly that. for an individual artists it is not really an option since you have subscriptions for pretty much all other software, it becomes too costy and not worth it, no matter how great this is.
If anyone doesn't invest in some stock with these guys they are nuts because video games are just the beginning this software will change the future believe it
I love the Quixel assets, but they are so expensive.. The best rate you can get is $0.50 per point, so most materials are $2 each and all 3d scanned objects are $3 - $4 each or even higher. they are amazing looking but the value is really hard to swallow. There are over 9800 objects available, and if you averaged them out at 3 points each you are looking at $14,700 for the collection, obviously you dont need it all but for considering what asset bundles usually run for these prices are insane, I miss the days of Ndo and Ddo when Quixel products were reasonably priced.
Hi, Quixel Mixer is indeed 100% free during the Beta. The pop up window you may have seen is simply a Quixel account. The Megascans Logo might be confusing and we plan to change that in the future. Could you try to make an account and just sign-in with your email and password? No need for any license for Mixer. Please, feel free to post your issue in our forum. Our support team is standing by! help.quixel.com/hc/en-us/community/topics/360000090137-Mixer-Support ^Jin
@@quixeltools Thanks for the hastily reply! I am so interested in learning and perusing a career with something like this. Baby steps. Thank you for the content!
@@M82Predator Pleasure! We are glad that you like it. You might be interested into our official Discord Server where you can find active users: discord.gg/gxUr5Gx Hoping to see you join! We will also keep updating our UA-cam channel for upcoming Mixer releases that you would not want to miss!
first sorry for my englisch! how you create the mesh in 3dsmax / blender / c4d or what ever so that you can put material on single parts ? when i create a complete room i only can put material on the complete mesh :/ do you have a tutorial or name for me what i need for this task ? i will create my own assets but i have no clue about to do this correct
are you using rtx because for some reason just the wall on it's own without textures looks high detail correct me if i'm wrong it just looks better detail
There is an opportunity to make it more performant in 2 ways. If the pipe meshes are placed as instances and if a 2nd UV channel is used for the leakage mask (could be layered material, MatLayerBlend_stain for example) instead of the extra geometry
I can get reference and everything but I can't put anything together. Like idk how people can make levels and what not when I can't even make a block out good enough. Any tips?
6:45 that self assurance speech is pretty out of place considering the result. Lol. I dont care if it's premade if I could do a beautiful scene. That's what a level designer should be doing.
It's absolutely amazing how technology has advanced for creating scenes such as these. Awesome job!
I would love to see your blueprint settings for the trim sheets in UE4 when you do the breakdown.
Can you maybe create some longer and detailed tutorials in UE4 with step by step?
ChickenWeed yes please
We need this
No way he’s doing it
@@webee9679 yea ikr. Even if they doing it. We must subscribe to some online tutoring and that will be expensive.
They are! The extended breakdown: ua-cam.com/video/QTi-NYw-EAk/v-deo.html
Although these are not beginner friendley tutorials, you have to have some basic or even intermediate knowledge of ue4. Good beginner tutorials would be Virtus Learning Hub
Man! Blender,unreal engine,mixer and bridge have changed my life...
can we use decals like this in blender? xD it seems easy AF here also the way he painted stuff on.
For real.
These demos are great. I mostly work on characters, but these videos always make me want to dive into environments!
And Quixel back with another bomb frickin tutorial, please keep this going. These are just awesome!
I want to thank you for your message at the end of the video. For quite a while now I've started to have a sort of artist's dilemma when it comes to making environments. As I've been feeling that using premade texture libraries and whatnot to make these environments would be kind of "cheating" or "fake" as an artist. But your take on it at the end really helped.
Because in the end, I can have all these fancy textures but if I don't know how they should be layered, how the scene should be composed, or how to light it properly, then they don't really do me any good. And that's where my artistic skills would come in. So thanks again.
I often feel the same way. Just have to constantly remind yourself that it's all tools! Megascans is no more of a tool than, say, Substance materials. The end result is what matters. Whatever "cheats" you may have used is irrelevant. Good tools make light work!
Man as a Unity developer i am so jealous of some of Unreal's feature, that wall painting part was really neat!
Wow are you really?
your creations are amazing!
i only can see some one displays others people work....
One word this is awesome
This is like painting in 3D
This is Art and developers of games should hire guys like you and pay for this Art and take full maps from you for their games
even though im tyring to get to grips with unreal and Quixel without blowing up my laptop, these tutorials are so great to keep making me try new things
Your website make worlds best 3D assets , I love them
ty for the amazing gift! the material is awesome. love you all
Wow I'm watching a video from 10 months ago. The world is really calm and peaceful back then.
And your comment was made 10 months ago. Indeed calm and peace is plummeting by the second!
Got your Master material working....Wow, it is amazing.
Keep these coming! LOVE THESE!
5:37 I really wish Unity had some paint functionality like this :'(
Unity does have vertex painting with layer material in HDRP.
come to unreal my friend! why are you wasting your time with unity? lmao
I can watch that all day :-) i would love to do that :)including custom materials,this work is amazing
Assets are like the ingredients in a cake and the cake is the scene.
No one expects the baker to mill his on flour.
You could release an in depth course on this on Udemy, I'd definitely pick that course up!
WOW this is a perfect alley. epic creation!
hats off bro respect your hard work
i want this kind of visuals from next generation consoles
You can have these from current generation with optimization and linearity.
Resident evil 2 looked like this
Battlefield V is based on assets by Quixel
wow the details are insaaaaaaaaaaaaaaaaaane great work deserved thumps up
Truly brilliant man! I guess this workflow could be somehow incorporated in Blender and again, brilliant work!
nice work dude
OMG, what a super skill.
If there was an award for dirtiest alley way, this would win.
it looks awesome!
very nice stuff here!
Love this videos! keep doing them :))
How to find this option for a material painting on another material? (like in 2:45)
Check out Vertex painting. There are plenty of tutorials for this.
I hope im going to have atleast 20% of your talent and skills someday
That’s amazing. The future of gaming.. oh yeah!
One question, at 6:59 is the water surface on the left of the puddle in the foreground on an angle? Or is that just a trick of the light?
Thinking that such visual fidelity would translate well in a PC game but not a console one really subtracts a lot from the equation. This gives silent hill vibes and would truly shine if it wasn’t for the hardware limitation.
Absolutely amazing. So how do you get this to then look photo realistic cinematic, if this was green screened into the back of a couple of actors it would look real with shallow DOF, but would still look a little game engine-ey when in focus for a master. Can anyone recommend how that would be achieved?
Love it...great demonstration ...
You are amazing man ❤
Can you creat a bar&pub
i loved it
this is so great!
i can smell this scene
getting error while exporting the material to unreal: " Could Not Send Data Over Port 13429 " any solution?
did u restarted UE4 after installing the bridge plugin?
ALTERA A PORTA COLOCA ESSE NUMERO 13429 E SALVA
Virtual reality 4 engine performans video pls :)
No nodes required ?, just dragging and dropping for q library ? N
can you explain more what trim sheets are and how they're are used? I'm coming from a CAD background and I'm assuming I can just create an extra surface to apply the decal onto....? is that the gist of it?
I have two questions
1:Why my Materials looks flat like an image when I export them to UE4? anyone know why?
2: When I use plants I cannot see the wind animation,why they don’t move?
Thanks☺️
1 the materials are most likely only diffuse for some reason.
Hi, "flat" when using our Megascans asset? Make sure you have downloaded and imported the displacement map and also double check if you've enabled displacement. Any object would need tessellation at geometry level (on the model). As an alternative option you have bump offset and parallax occlusion mapping, depending on the end result you are after.
^Jin
Quixel Thanks I will try my best. Also why my plants doesn’t have wind?
@@dr.edwardrichtofen8980 Could you look into my reply in this forum post? help.quixel.com/hc/en-us/community/posts/360006315417-Wind-on-3D-plants
We invite any of our users to use our official forum to post their questions and possible issues they may have! Feel free to make a new post if you coudn't find an existing answer.
^Jin
Quixel Thanks a lot. Also I love these videos keep up the wonderful work☺️👍🏻
Amazing!
You might want to correct the date for the breakdown from the 9th to the 6th in the text above.
What kind of computer spec is needed to do all this without crashing or lagging? Threadripper Processor + RTX 2080 or Mac?
Can you be so kind as to share the polygon or vertex count of the wall, floor or any other large surface that uses vertex painting....Thnks
Great content. At 04:14 you are adding decals directly into unreal from quixel and it is there with real depth. How to do this in 3ds max with corona render. I mean if we want to add manhole cover and lot of cracks into an asphalt plane , all with real depth in render.
Thank you :)
Yay! Now I just need to buy a $8,000 PC to run this in 60 FPS or the players will have a bad experience (and expect all the players having hot rigs as well) XD
But joking aside, I have to warn newcomers who actually are doing a game (if you're creating a portfolio as an artist, ignore this, please). To have a nice looking game, don't forget the performance and optimization, as it has a huge impact in the final visual quality (don't forget the "rest" of the things to add, like AI, enemies, limited dynamic lights, complex blueprint events, etc). Honestly, I wish someone told me it before I started the game. It's a huge difference between developing a game and just "knowing about this" without adding all the elements in the game.
About Quixel, their textures are great! I've tested some free samples and they're good. A good option if you don't any of Substance "family" (Designer and Painter). I haven't tried their Mixer or Bridge because I'm working directly on Ue4 blueprint master materials to generate different instances. Hope this info helps.
How did you make the floor uneven?
can we download and play it? do u have any scenario playable for us?
Can someone tell Me please - how to import that Master Material in Unreal Engine? Because that is .UASSET file - Unreal refuses to import it by itself.
Drag and drop into contents folder out of UE4. You will need to assign a normal map to the water though. Then add your Textures. Pause the video around 2.24 and look at how he setup the materials.
@@drummerman883 did you try it in UE5, are you getting the parallax occlusion and the displaced geometry, can you pls help me out?
please tell me how you made the unreal engine material , it look amazing
Cool, pass 3 years and now we can not do it on meshes, thanks Unreal/Quixel for regress :D.
Why start in Maya and then continue in Unreal? What's the advantage of this instead of working solely in UE4? I'm asking as I'm a beginner and learning the engine at the moment.
It's just a choice of weapon. I use cinema 4d because I have more control over how to model the basic scene.
can anyone explain the main difference between vertex painting and masking with texture paint (in blender for example)
Whenever i export an asset from bridge it shows exported successfully but the asset doesn't show up in blender. But when i go the shading tab in blender it's texture shows up in the materials. But still there is no 3d asset! For eg - if i export the wall you exported in this video, that wall wouldn't show up in my blender but the texture of the wall will, and then i can give its texture to any mesh. I'm using blender 2.9 and bridge 2020.3.3 pls help....i really don't know why this is happening :(
What files do environments,stadiums,need to be saved as for video games?
how am i supposed to obtain the materials in the bottom link in description? it literally just brings me to a google drives page with no interactions
Quixel your tutorials are great but your assets are expensive af, with 40 points a month or what you now give users with your standard plan will barely give you a hand ful of objects to work with, let alone getting some textures for that as well
I feel these guides would be more useful if the average person could actually afford them, perhaps you could create another plan for private users that's a little more expensive than your current standard, but that gives you access to all your assets, or perhaps a plan similar to your indie developer plan, but for individual creators?
Snälla nån, era marknadsknep känns lite lika EA's lootbox strategi med dessa random textures och objekt man får varje månad, och ert poäng system är typ som ett online kasino, rent seriöst? Vad tror ni att ni har för kunder?
True. The assets are a bit expensive in my opinion too... I already have to pay for licenses ( AutoCAD and Maya ) and I know a lot of hard work goes into making assets and such, but damn; I would appreciate an alternate plan for private users too.
exactly that. for an individual artists it is not really an option since you have subscriptions for pretty much all other software, it becomes too costy and not worth it, no matter how great this is.
christmas came early for you (and pretty much every UE4 user lol)
How are the bricks around the doorframe or windows done?
Wow.....you sound really interested in what you're doing.
Pleas make an Hunt-ShowDown omfg ur work is amyzing
If anyone doesn't invest in some stock with these guys they are nuts because video games are just the beginning this software will change the future believe it
I love the Quixel assets, but they are so expensive.. The best rate you can get is $0.50 per point, so most materials are $2 each and all 3d scanned objects are $3 - $4 each or even higher. they are amazing looking but the value is really hard to swallow. There are over 9800 objects available, and if you averaged them out at 3 points each you are looking at $14,700 for the collection, obviously you dont need it all but for considering what asset bundles usually run for these prices are insane, I miss the days of Ndo and Ddo when Quixel products were reasonably priced.
The wall is a terrain object?
Great!!!
I downloaded mixer and it says it's free during beta but I am stuff at the enter liscence step. Please help!
Hi, Quixel Mixer is indeed 100% free during the Beta. The pop up window you may have seen is simply a Quixel account. The Megascans Logo might be confusing and we plan to change that in the future. Could you try to make an account and just sign-in with your email and password? No need for any license for Mixer.
Please, feel free to post your issue in our forum. Our support team is standing by! help.quixel.com/hc/en-us/community/topics/360000090137-Mixer-Support
^Jin
@@quixeltools Thanks for the hastily reply! I am so interested in learning and perusing a career with something like this. Baby steps. Thank you for the content!
@@M82Predator Pleasure! We are glad that you like it. You might be interested into our official Discord Server where you can find active users: discord.gg/gxUr5Gx Hoping to see you join!
We will also keep updating our UA-cam channel for upcoming Mixer releases that you would not want to miss!
Hey Jack, you mention that there will be a download link for the material in the description but I can't seem to find one. Great tutorial though.
wondering the same!
Added in the description! :) thanks for letting us know!
@@theadnart1 Thank you
Nice what is your setup ؟
no project files, feels bad man ,(
I think he wants his private information back first Zucc
first sorry for my englisch!
how you create the mesh in 3dsmax / blender / c4d or what ever so that you can put material on single parts ?
when i create a complete room i only can put material on the complete mesh :/
do you have a tutorial or name for me what i need for this task ?
i will create my own assets but i have no clue about to do this correct
are those assets free to use for real??
Could anyone kindly shed some light on how to create the alley prototype in Maya or simply share the Maya model?
how do you have water fluit on the floor ???
The puddle blend master material doesn't seem to work in newer versions of ue4. Does anybody have one that works in current build?
Can confirm both work fine in 4.25
@@drummerman883 thnx will try that version
Is there a "brain-to-screen" interface for UE4-5 ?
are you using rtx because for some reason just the wall on it's own without textures looks high detail correct me if i'm wrong it just looks better detail
how you imported it ?
Awesome, do you make simple models for people who don’t know how to make them?
question.
is it the same thing to duplicate and layout the pipes in maya, or is there some instancing benefit to duplicating it in unreal
There is an opportunity to make it more performant in 2 ways. If the pipe meshes are placed as instances and if a 2nd UV channel is used for the leakage mask (could be layered material, MatLayerBlend_stain for example) instead of the extra geometry
Can you create a indie graphics house and road please make it #unrealengine
Would love to see a hospital tutorial
@Quixel can you make a school? Pls
I can get reference and everything but I can't put anything together. Like idk how people can make levels and what not when I can't even make a block out good enough. Any tips?
I know its very old, but your material is not working on UE5, can you please provide the updated one
A question from someone with zero experience with this, are the assets he use all available in the program or self-made or a mixture?
A mixture of self made and pre made stuff from Quixel's megascan thing
I have predator helios 300 with gtx 1060 and i5 8th gen intel with 16GB Ram..... can I Render these kinda stuffs?? Help Me please
+1 🙋🏻♂️ Fantastic video.
✨👌😎👍
what is the pricing for independent artists?
Hi, you can find our subscription plans in our pricing page: quixel.com/pricing
^Jin
were can i get free good quality assets?
I was about to try this and half way through when I realized how complex it got, I decided to scrap it :/
6:45 that self assurance speech is pretty out of place considering the result. Lol. I dont care if it's premade if I could do a beautiful scene. That's what a level designer should be doing.
im literally stuck this uv stuff, which is i have no idea about it.
i really want to create environments like these! but my laptop cant handle it :(((