Did FAB just Ruin Megascans?

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  • Опубліковано 29 жов 2024

КОМЕНТАРІ • 45

  • @enricobersani8948
    @enricobersani8948 День тому +11

    99.99% of tutorials and environment art courses for ue are massively screwed by the fact that old assets won't be free forever. This is really sad for future students.

    • @DallasDrap
      @DallasDrap  День тому +2

      Agreed. On one hand It might lead to more tutorials/courses incorporating the asset production pipeline as well since students won't be able to follow along so easily if they can't get the asset, but we'll see when we get their. Either way, there's some adjustments that need to be made for sure

  • @ChrisM541
    @ChrisM541 День тому +3

    In the end, those megascans etc could never be free forever, unfortunately.

  • @yearight1205
    @yearight1205 День тому +9

    It's inferior to what they previously had in place. It's the reality of the situation. I doubt they'll fix it anytime soon.

    • @DallasDrap
      @DallasDrap  День тому +4

      likely not, and one thing i didnt even touch on in the video is a lot of people are seeing a big drop in sales because people just aren't enjoying the experience of using FAB. I think Epic has a long way to go with this until it gets better

  • @LittleBlue42
    @LittleBlue42 День тому +2

    I'd love for quixel to have its own category.

  • @jamesevans1890
    @jamesevans1890 День тому +3

    The other big problem with Quixel/Megascans is they are no longer grouped in sets so finding e.g. related building assets or terrain that match together doesn't seem possible. I had a nice Megascans Iceland asset set in UE Marketplace but that hasn't been carried over to Fab, only individual items plus the new sets introduced at launch and a few tree sets.

  • @nathancreates
    @nathancreates День тому +3

    I do think tighter integration with DCCs will be made for FAB, and I'm pretty optimistic about the platform (barring monopolisation concerns), but I think this is a classic example of Epic Games, like what they do with UE, being very focused on innovating, avoiding legacy code, and deprecating older tools in favour of new ones they call "production ready" despite missing key features of the previous one, to then re-introduce the functionality a while later in a up-to-date way.

    • @nathancreates
      @nathancreates День тому +2

      For example they stripped the old Tessellation support completely from the engine in UE 5.0, and only added Nanite Tessellation several releases later in 5.4, forcing people to find workarounds in the meantime

    • @nathancreates
      @nathancreates День тому +2

      I do genuinely think a lot of their new tools are genuinely amazing, and them and their engineers have the best intentions to push out quality software, but I would imagine it's probably similar issues you see in the games industry at large where things are pushed out in an unfinished state because of a lack of time, and the only real issue is they consistently insist on fully replacing and deprecating the legacy tools before the new stuff has had time to mature off community feedback.

    • @DallasDrap
      @DallasDrap  День тому

      @@nathancreates I fully agree, not sure if youve ever had it, but it kinda reminds me when you've had to go over your work so many times until you wanna just say fuck it and throw it out to do something else haha i feel like thats the pseudo approach here and i like the analogy with the games industry where things are just released sorta half baked anymore and its up to us to just figure out new workflows.
      The tesselation thing was perhaps the one thing i really missed with UE4, and i still miss it in some cases..like its weird you have to still write it into the .ini and then you cant even control the amount of tesselation like you used to be able to with UE4. Personally, id prefer more optimization to the engine before adding more features

  • @marcduck111
    @marcduck111 День тому +5

    I've honestly just given up and stopped using Quixel assets for now because it's such a hassle to manually download/import assets into Blender. Hopefully they can improve it eventually, but right now the user experience is such a downgrade.

    • @DallasDrap
      @DallasDrap  День тому +2

      I see what you're saying, yeah you basically need to set up your own asset library if you're using them for anything other than Unreal Engine, and now its essentially going to be the same workflow for people using Unreal Engine as well. If anything, they need to at very least fix the naming convention, not sure how they looked at that and said "this is fine" XD
      apparently they went through their entire asset library and redid all the assets, so im surprised as to why they didnt just give things proper names at the same time? Particularly considering for ANYONE else, when making an asset back you need to have clear and understandable names for assets

  • @IamSH1VA
    @IamSH1VA День тому +2

    I think they will improve fab & fab plugin (with searching,sorting,catergorizing,wishlist etc etc),
    BUT we have to demand for it, complain about what we want.
    Thanks for making this....

  • @Peepspaint
    @Peepspaint День тому +1

    Very informative! Thank you for sharing this information and saving us time.

  • @satwiksrivastava495
    @satwiksrivastava495 День тому +2

    drag and drop feature works on fab too that way you can get the material setup by default but sometimes the height map doesn't get imported in low quality.

  • @Fafhrd42
    @Fafhrd42 День тому +2

    I think all the obviously unlicensed copyrighted characters are there because they basically just took everything from Sketchfab that wasn't under a non-commercial license and dumped it into Fab. And Sketchfab was absolutely lousy with unlicensed, stolen, and ripped assets that the uploaders marked as being okay for commercial use.
    Irony here is that by moving all this stuff into Fab without proper vetting, AND updating the paid license to the new 'Fab' license, Epic has most likely opened themselves up to a huge host of lawsuits.

    • @DallasDrap
      @DallasDrap  День тому

      completely agree..its just kinda funny when someone is selling US a "commercial" license to use something THEY dont even have commercial license to be distributing XD like what the hell is even that haha

  • @parapoliticos52
    @parapoliticos52 День тому +9

    I ve tried to megascan that Moustache but it was too FABulous for the program.

  • @mrxcs
    @mrxcs День тому +3

    Typical Epic, pushs new things with no regards with what was working before 😂

  • @hytalegermany1095
    @hytalegermany1095 День тому +2

    Also you now get an ORM instead of ORD textures. Wanna get important displacement Information which helps with every Material? Nope
    Getting a metalnessmap instead which only helps with reflective assets which is only a small Part... yes

    • @DallasDrap
      @DallasDrap  День тому

      that sounds entirely counter intuitive, considering yeah, most of their assets are non metallic XD who asked for that!

  • @lefrog3851
    @lefrog3851 День тому +2

    Well said

  • @joey_wittmann
    @joey_wittmann День тому +2

    I disagree, although we've lost Bridge I think this was the right move for megascans for the overall exosystem. Epic was having trouble with profitability just last year and cutting tons of jobs, this should help shore up their balance sheet while also allowing other scan studios to reenter the market once the year ends, which will add to the variety of things available (for a price). 17,000 scans is also a ton, for 90% of use cases its got you covered and its nice you can bring them to any program now. The FAB licensing is confusing but Im sure its not ambiguous if you have a lawyer read the terms, so I'm sure that will get cleared up by someone soon lol.

    • @marcduck111
      @marcduck111 День тому +2

      What do you mean it's nice you can bring them into any program now? Before with Quixel Bridge you could import assets into blender/other 3d software with the Bridge plugin, but now you have to manually download and extract and import each asset manually

    • @joey_wittmann
      @joey_wittmann День тому

      @@marcduck111 you previously needed to pay for them if you weren't using them in unreal.

  • @MegaBizMan
    @MegaBizMan День тому +2

    Yes

  • @cowbless
    @cowbless День тому +2

    Unlike, seemingly, the author of the video, I don't want just one company to own the overwhelming majority of the 3D asset market. Does one even need an explanation on why that is?
    I don't understand why more projects don't just go NPR, there's so much more potential AND it's less resource-demanding, outsourcing or not.

  • @florianschmoldt8659
    @florianschmoldt8659 23 години тому

    It's crazy to see how stolen Quixel or trademarked content made it on FAB. Just changing the price triggers another review process. Two of my bestsellers got blocked and sanctioned for no good reason and beside the link to their general guidelines I don't get any feedback why. So far I found out that untextured neutral basemeshes are "mature content". Absolutely ridiculous

  • @mine_raidz1514
    @mine_raidz1514 День тому +3

    Hey dallas, anychance you could make a video on realistic water materials, specifically lakes, still water like ponds. Almost any water i see a tutorial or info on looks fake immediately. It all looks very plastic like.

    • @mine_raidz1514
      @mine_raidz1514 День тому +2

      Also forgot to mention i use pathtracer in ue5 as that gives the best looking photo real renders. Figured id mention it since lumen does work differently which i would assume is the reason most water looks like plastic wrap but there are really no tutorials for pathtracer for fluids like lakes

    • @DallasDrap
      @DallasDrap  День тому +2

      @@mine_raidz1514 Just added it to my list :] I'll get to that one sooner though as the next few planned videos are more opinion based videos like this one

    • @Peepspaint
      @Peepspaint День тому +1

      Good idea! I'd love to see a water tutorial as well.

    • @mine_raidz1514
      @mine_raidz1514 День тому +2

      @@DallasDrap great thanks 😊 looking forward to all of them!

    • @daylight3d
      @daylight3d День тому +2

      Good idea to test some solutions to see if they hold… water.

  • @gudeandi
    @gudeandi День тому +2

    tbh quixel bridge wasn't really great. Favorites are a mess function

  • @gitbuh12345qwerty
    @gitbuh12345qwerty 33 хвилини тому

    EPIC will be steamrolled. Give it two years. Don't bother fixating on UE as the future of anything. Sweeney completely dropped the ball.