"a bit quirky" is an understatement!! Bridge worked perfectly, if you want a new storefront fine! but keep bridge. This looks like a move made by marketing rather than artists!
@@WilliamFaucher I mean we don't mind that. But what we do mind is stripping the original means of the established process for something that is really raw. It can be really disruptive for the development process. It is as if we are being forced to switch to it when it's not ready yet. It's just a not very good product ownership decision in general. In the world of proprietary products it's a great way to lose customers and revenue.
@@WilliamFaucher I agree the Marketplace was much worst than FAB. Too many bugs and annoying things. Sometimes you had to restart the launcher in order to work...
What really frustrates me is that they dumped all the Quixel assets into fab without categorizing them into collections. it’s so frustrating when assets that used to be conveniently organized are now scattered and harder to find. It really disrupts the workflow, hopefully Epic will bring back those collection-based categories. It would be a huge improvement for anyone relying on Quixel assets to have that kind of organization back! Regardless, thank you for the update mate!
I have to agree, the collections were so well organized, I find it hard to believe that they wont be categorized again at a later date, I think they’re just trying to get things up and running before smoothing things out, but we will see
I wish Epic would bring back the Quixel filters between the different environments. (i.e. Nordic Tundra, etc.) That's the only thing I miss from the old workflow. That said, Fab integration could've been a lot worse, so bravo to the team.
Good overview video, despite the inconvenience, there are definitely some perks with the new plugin, such as having the ability to add non-Megascans content to the project directly from within the engine.
Also add at least 1 quixel asset to your library so when you need the quixel filter you can hover over the quixel thumbnail click on it and auto open the filter, also also once the FAB Tab is open you will see a hand thumbnail in the center of assets and leaving the FAB tab on top of the UE you can click on the hand and drag that asset into the scene like before. So find the asset you want click and drag the asset into your scene. It will download the asset at the last resolution you choose for the asset before.
Right now I'm facing a problem, and you've already released a video! Of course, it's become much more difficult to figure out all this, it would be better to add a separate button for the quicksel and a separate one for the FAB, but it's already better
I am pretty sure theyre going to adjust and it will end up being better. To say no one asked for it is a bit unfair, the UE marketplace has been bloated and slow for years. Something had to be done and while this is a rocky start, Im pretty sure with a few iterations its going to end up being fairly solid
@@WilliamFaucher That's unfortunately just a strawman argument with the marketplace. Of course, they had to make some changes there, at least. But the thing with Megascans and the Bridge was a previously well-functioning solution that’s now been replaced by a much worse one. As you even say in your own video, it's hard to search for anything now, and even then, half of the stuff like displacement maps is missing. Plus, everything’s mixed together with uncurated junk. Even if they had to merge FAB stuff and Megascans, they shouldn't have thrown them in the same pot-especially not in this state that’s useful to no one. Sure, everything can improve, but it really didn’t need to be released in this condition. The Bridge doesn’t work anymore, and now you have to download everything manually through this clunky website instead of having it downloaded in an automated and sorted way. For anyone who doesn’t use UE, it’s just a complete nightmare.
I was waiting for this update and video! Was already concerned that EasyMapper would break because Displacement Maps aren't downloaded by default now. I did hoard (almost?) all Megascans surfaces with the Quixel Bridge UE5 plugin before FAB launched, so still have the ORDp-based UAssets on disk, just in case. Great to see the EasyMapper update!
Man! Thank you, nice to meet again, thank for review, but I think if marketplace of assets need a guide its means about bad UI/UX, and I probably believe Epic Games will change for more completely integrated that
I'm mostly disappointed with FAB thus far. I had this hope we would have more control and flexibility with all of our assets...such as creating our own folders and categories to sort items, and just more customization options.
Yes I noticed the displacement maps are just white. I means it's not as good as the Quixel interface design but it's integrated a lot better than having to go to Epic store and separate Quixel interface, in that respect it's a lot better. The name is a bit cheesy though.
They had more than enough time. They announced the transition to FaB about a year ago. I liked that because I thought they would use the time to make it perfect and gather feedback. I was wrong, no Feedback from creators, Epic launched it like Valve launched CS2-without a wishlist, with bugs, and on top of that, many creators are worried about the monetization of Quixel assets. No direct displacement map loading into UE. A messy marketplace. I don’t even know what the future holds for importing Metahumans. They even accidentally made some creators’ content available for sale on FaB that was never supposed to be published and had been removed from the Unreal Engine Marketplace years ago, like RealBiomes. I have spended tens of thousands of dollars on assets and this really demotivated me.
Oh, I forget to mention that I have found one positive thing about this. Atleast I can spend more time to make my scripts for my upcoming “short film” better.
Thank you very much from a Chinese user for your gratitude. The video contains all the issues about FAB that we have been complaining and ranting about recently. I hope EPIC can quickly fix these issues in some time. Secondly, I would like to ask when your EasyMapper plugin can be updated for the FAB version? I just saw that the last update was on October 7th. Has the latest version not been released because it is under review? Thank you.
Thanks for info! Cant wait to see your new videos. Btw im started to learn UE thanks to you and i have a question, may be you have some project on which i can help to work on. For free of course)
Nice and quick update to the recent situation! Thank you for all your work! Btw one question: Is there a way to include a macro texture easily into easymapper?
I've been looking for a way to find the MS Presets folder that used to download with Megascans assets into Unreal projects, if anyone knows how to access it this would be a great addition to the knowledge William's sharing with us here, thanks!
I like your Quixel filter shortcut - thanks! If you watch the Quixel video regarding FAB, it mentions 'revamped' Wind, Geometry and Features. Any idea what this is all about? Their video doesn't go into any details.
When you claim the quixel assets, you wont get them added to our libraray, but only marked as purchased .... you theoretically have to add each asset by hand ... I really hope they will add some sort of "file management system" in order to create folders for assets or this will get out of hand so fast
Yes, like you had to manually download and add to project before FAB as well. This isn’t new? But I agree I hope there will be a cleaner way to organize files.
Bit of a scuffed way to launch it, but I definitely see Fab and Quixel assets being charged for (like an ordinary for-profit company) as a great opportunity to level the playing field in terms of letting independent and 3rd party asset producers gain more adoption now that people won't have an almost unlimited pool of high quality content for free. Obviously sucks having to pay for something that was free, but realistically I think you'd be kidding yourself to think that all those assets could be produced with specialised staff and equipment then being given away for nothing would be viable for them long-term.
Yeah the FAB launch was a bit of a slog. Still only supports 5.2 and higher so now with the marketplace actually removed it means 5.0-5.2 people are completely screwed on UE only assets. The only way to add these to a project is through your vault. Still some of my owned assets just don't show up in FAB but are in my vault. Hopefully they'll fix things but the launch was horrible.
Another example of a company rolling out a major update without it being fully stress tested. Full of bugs, not fully functional, and we're forced to use it. Can't revert to the old way while they iron out the wrinkles. Very disappointed in Epic, I expect better from them.
In general it is concerning there's just too many not breaking, but really odd decisions made in the entire ecosystem of FAB, and by Quixel folks in general. For example, removing import of displacement map has absolutely no sense to me with their explanation. They could just let users know they can access them (because they can although by means you have shown), but it's not the quality we follow anymore. And keep them part of the import pipeline. Either way, thanks a lot for clarifying! If you are confident with such changes I will give them a chance :)
Hi William, thanks for the video, pretty helpful. Could you explain what happened to the rotation of the textures, please? So far all the materials that I’ve been using are not able to rotate 90, or any other angle… is it a bug in my file? Or you are experiencing it as well?
It’s not a bug, the new master materials have been highly simplified. You can always use the old master materials or add the functionality yourself to the master materials :)
@@WilliamFaucher The thing is they should have take that time before the lanch. Without bridge for example if we work with other 3D software, we can't auto import anything, we need to create all materials manually. It's a pain! Why not to keep Bridge working, until they had an anternative working? Also, why not to make all this assets permanetly free? just charge for new ones. I''m a teacher, I can tell my studends to claim all assets. But what about my new students next year? bad lucky budy, you came to late to the game? not cool.
Thanks for the video! While you can easily work around the issues .. the release of FAB feels a bit rushed - Quixel still is an Epic company. But hey, that might improve soon and people using this software are maybe used to worse. One thing remains ... I still think the name "FAB" sounds ... a bit too funny in certain sentences ...
The way I see it is, it's such a HUGE undertaking. They have to release and develop as it goes while stress testing user demand. I do think a lot of things feel unpolished, and a straight up downgrade, but I am sure they have a solid reason for releasing it when they did. We'll know more soon.
@@WilliamFaucheryes, the next months will be interesting and it is a huge undertaking . As a software dev, I am used to quirky things, but maybe they fixed the biggest issues until I got a new computer next year 😂
@WilliamFaucher I have been searching for ways to make blend material, With bridge it was so simple to pick three materials and click create blend material, Now I dont know where that option is
Thanks William for this! quick question, is there a way like before to select, download and add to project multiple assets at once? My guess is no, but I hope I missed something?!
Anyway..at Epic they do not like displacement so much :D That is the second time they try to "remove" it...Scan detailed assets instead of add detail with displacement ;)
Do we also have to download the megascans assets before 2025 if we want them free? Or once claimed can they sit on our online account freely accesible in the future?
why does Unreal have to do so much unintuitively - i just looked at my FAB stuff and wanted to list my content from latest bought to oldest - the intuitive setting would be sort by newest - so you would see the latest stuff u just bought downward - instead its oldest that gets u that - its backwards like so much of their interface - i don't want more tools i would love to see them hire someone that actually knows ui design to make every action have half the mouse clicks it takes to do stuff - that would speed up development almost more than anything else - I want to be able to click U hotkey so i can just see only my keyframed layers in sequencer like after effects - so many easy things they could do to make working faster - like the new skeletal editor - why make everyone add each skeleton part one and a time for a humanoid ? like why isn't there a auto-button 1 click solution - if it says arm in any way the system should be able to understand that regardless of other letters in the word - it should be able to do any human instantly instead of the numerous actions and tutorials u need to watch to understand it . Iclone has had auto transfer any motion for years - there's no reason to have to convert a motion at all - if i drop a motion on the skeleton it should automatically convert it for me - why make people go thru the same thing over and over that they can do instantly
Hi William. Thank you for the video. Quick question, hope you can answer it. Once we claim quixel megascans, it means we own them and in 2025 it will remain free, right?
I am at 90% of finishing my arch project in UE5.4 with many quixel assets trees, grass, etc. Will updating all this FAB stuff risk of breaking my project?
Having worked with an ORM workflow from substance to unreal in a videogame, i always found weird how megascans used another texture array which i have always found inconvinient. I would have rather had both texture arrays to choose from but still.. it´s not that hard to get along with if you´re auditing your master materials manually, specially if you´re using material layers.
SOME assets have displacement but it seems like the majority were dropped through the plugin. Fortunately they can still be accessed but yeah, its a pain.
@@WilliamFaucher honestly this is prob for the best, loads of those displacements looked pretty gross with Nanite Tessellation, here’s hoping they’re re-authoring all the displacements to be a higher bit depth or something.
EasyMapper looks amazing, but for those of us whos using megascan for materials, the nameings in the easymapper is quite confusing, when i have no knowledge of the synonyms of the names. Like the EM theres Albedo, ARD and Normal, but megascans are called B, H, N and ORM, and when using the old method they are D, N and ORDp. Is it possible to make it easier for us "noobs" in EM to assign the correct texture, and add Displacement? I have to look up the naming every time, or watch a video on which is which. Would really love to use your tool!!
You can still use bridge if you have the assets locally. You’re not screwed. Besides, 5.3 is more stable is better than 5.2 by a long shot, one should be updating if possible.
@@WilliamFaucher I was more curious if some developers are stuck with a current version of their project, rotating major version can be a very difficult task for some projects. But I guess at that point there's not much choice.
Because the original UE Marketplace was getting severely bloated over the years, they needed to do something about it. It's definitely a rough start but so was the UE marketplace when it first launched too. As I show in the video, the process of getting megascans into your scene is pretty smooth with FAB, aside from the filtering/grouping of things, which I am sure will be improved soon.
While there are definitely hiccups with Fab at the moment, let's not pretend the original UE Marketplace was perfect either. It had grown extraordinarily slow over the years, they needed a change.
@@mihaiciocan2169 Not jumping on the hatewagon doesn’t mean I am defending them. There’s lots to fix but I am also cognizant of the fact they are indeed a large company, it’s a huge ship to steer with a lot of moving parts. The larger a company the more complex things become.
Hey William thank you again for a very good Video (as ususally). I am on 5.2.1 and i work just today with the megascans. And the Quixel Bridge is still working
i think they don't have displacement no more because of UEFN (for Fortnite) as there you are limited to 400 mb / created island (and they implemented FAB there as a big thing)
21 годину тому
I can't seem to make any purchases whatsoever. At Payment it always says "Failed to challenge captcha". It's been like this for days...
Bridge should have never been replaced. Whoever is on the ui/ux team should go on a very verry long vacation and think about their actions. Never take a system like bridge and try to integrate it into the stupid marketplace ui. Hell fans ui is even worse than marketplace.
Can't believe they made me miss the slow, laggy Bridge. Also, am I the only one who thinks the FAB logo is ridiculous? It looks like a home cleaner product...
They changed ORD to ORM fine, but why the f*** would they remove the displacement. They just made everything more complicated, Everything i'm downloading from Fab is just being dumped in my C:/appdata/temp folder and it's gonna be full in now time. It's just so frustrating
@@WilliamFaucher I'm really in dire need of changing the Fab's cache folder but I can't find any option to do it, I even posted the same issue on reddit but no one seems to know anything about it and now I posted this issue on Unreal Forums, not sure they gonna do anything about it or not.
This is a big step in the right direction. As you say, give them time to perfect the integration. Hopefully megascan integration is greatly simplified, like it used to be, and displacement maps are auto imported too, again, like they used to be.
Brushing over how horrendous Fab is was quite disappointing. “Growing pains” and “give it time” are completely unacceptable approaches when you release a broken tool, whilst turning off the ones that work. In no professional capacity is this ok (non unreal user) I have 2 videos that have gotten traction if anyone is interested further. (Edit: Love your content, even though I’m not an Unreal user. My tone above isn’t meant to be critical of you, but of their approach)
I can’t speak for non-unreal users, as my entire channel is based on, and directed towards unreal users. This video is specifically about the fab plugin for Unreal. And while this is definitely a bit of a downgrade compared to bridge (for unreal), it’s at least usable for us. I’m not really in the business of being pessimistic or using YT to complain, my entire channel revolves around finding solutions to problems, and that is what this video attempts to do, finding solutions to issues people have been having with the fab release, and making things a bit less painful. There isn’t anything I can do to change anything about this, only make it more tolerable.
@ can absolutely understand that, and totally respect that approach. However this isn’t complaining, this is feedback. Fab has not been made with the artist in mind as seen across the Quixel and Sketchfab migration. I just think all users of Fab, Unreal included need to be mindful of the new direction as it’s no longer about them. Edit. That’s probably more apparent to me as a non Unreal user though as there was literally zero effort given to us.
@@aaronwestwood There is a FAB discord channel that sellers have been invited to in order to submit feedback directly to the devs. Don't worry, people are complaining, feedback is being given, plenty of it.
@ oh I’m across all of it, well I’ve tried to be! It’s the dead silence from Fab / Epic that’s the head scratcher. No doubt that will be addressed, just hoping sooner over later. I have had a ton of UE users message me over the last week re this, forwarded them now to this video of yours to hopefully fill in some gaps :)
This is just a joke no? FAB is utter garbage.. Firstly: Where the f are the filters and the categories. Secondly you cant find sh** what you want because of that. Thirdly the Unreal marketplace was specific for Unreal Engine users without garbage AND it was in the Epic Games launcher, not in your browser or a stupid plugin. Thirdly the Megascans plugin in UE5 was/is so brilliant and easy to use, so why are take that away from us?
Did you watch the part of the tutorial here where I show how to create the quixel filter? From there you can filter even more, its not as clean as before but it’s not too hard to find what I am looking for now. Its a downgrade to be sure, but give them time to iron out the kinks, its been less than a week.
@WilliamFaucher i would rather they making the download options as good as in bridge, plugins will break constantly and i have no faith on them maintaining them all
"a bit quirky" is an understatement!! Bridge worked perfectly, if you want a new storefront fine! but keep bridge. This looks like a move made by marketing rather than artists!
It's not the first time I'm hearing this statement about game industry. It is very alarming.
Give it time, the original UE Marketplace was buggy as heck when it came out too. Bridge also wasnt built overnight ☺️
@@WilliamFaucher OF course, we have no choice! Just not a fan of rolling out half finished products and fixing when people complain.
@@WilliamFaucher I mean we don't mind that. But what we do mind is stripping the original means of the established process for something that is really raw. It can be really disruptive for the development process. It is as if we are being forced to switch to it when it's not ready yet. It's just a not very good product ownership decision in general. In the world of proprietary products it's a great way to lose customers and revenue.
@@WilliamFaucher I agree the Marketplace was much worst than FAB. Too many bugs and annoying things. Sometimes you had to restart the launcher in order to work...
What really frustrates me is that they dumped all the Quixel assets into fab without categorizing them into collections. it’s so frustrating when assets that used to be conveniently organized are now scattered and harder to find. It really disrupts the workflow, hopefully Epic will bring back those collection-based categories. It would be a huge improvement for anyone relying on Quixel assets to have that kind of organization back!
Regardless, thank you for the update mate!
I have to agree, the collections were so well organized, I find it hard to believe that they wont be categorized again at a later date, I think they’re just trying to get things up and running before smoothing things out, but we will see
Missed your videos! Thank for update 😊
Thank you! Been working on something exciting the last couple months so stay tuned :)
A thoughtful update on the state of Quixel content. Feels like Epic may have underestimated how the community was going to react to the changes.
I wish Epic would bring back the Quixel filters between the different environments. (i.e. Nordic Tundra, etc.) That's the only thing I miss from the old workflow. That said, Fab integration could've been a lot worse, so bravo to the team.
Thanks William! Another much needed contribution to the Unreal community.
Thank you!
It's worth mentioning you can also drag assets from the Fab window directly into your scene
So glad I stumbled upon this video. Thanks for the heads-up.
Gracias William!
Good overview video, despite the inconvenience, there are definitely some perks with the new plugin, such as having the ability to add non-Megascans content to the project directly from within the engine.
Thanks for walking through this process!
Cheers man!
Also add at least 1 quixel asset to your library so when you need the quixel filter you can hover over the quixel thumbnail click on it and auto open the filter, also also once the FAB Tab is open you will see a hand thumbnail in the center of assets and leaving the FAB tab on top of the UE you can click on the hand and drag that asset into the scene like before. So find the asset you want click and drag the asset into your scene. It will download the asset at the last resolution you choose for the asset before.
Right now I'm facing a problem, and you've already released a video! Of course, it's become much more difficult to figure out all this, it would be better to add a separate button for the quicksel and a separate one for the FAB, but it's already better
Many thanks William 😊
I WANT BRIDGE BACK. This new Fab trash model place is just awful. NOBODY wanted this.
I am pretty sure theyre going to adjust and it will end up being better. To say no one asked for it is a bit unfair, the UE marketplace has been bloated and slow for years. Something had to be done and while this is a rocky start, Im pretty sure with a few iterations its going to end up being fairly solid
@@WilliamFaucher That's unfortunately just a strawman argument with the marketplace. Of course, they had to make some changes there, at least. But the thing with Megascans and the Bridge was a previously well-functioning solution that’s now been replaced by a much worse one. As you even say in your own video, it's hard to search for anything now, and even then, half of the stuff like displacement maps is missing. Plus, everything’s mixed together with uncurated junk. Even if they had to merge FAB stuff and Megascans, they shouldn't have thrown them in the same pot-especially not in this state that’s useful to no one.
Sure, everything can improve, but it really didn’t need to be released in this condition.
The Bridge doesn’t work anymore, and now you have to download everything manually through this clunky website instead of having it downloaded in an automated and sorted way. For anyone who doesn’t use UE, it’s just a complete nightmare.
You know when William starts uploading his got a banger on the way
Thanks William !!! an informative video as always, we missed you though !, hope everything is fine for you and your family. Thank you so much !
Thank you! Been working on something exciting the last few months so stay tuned :)
1:40 ... I laughed so hard! Thanks for the sermon.
Hahah I’m glad someone liked it! 😂
I was waiting for this update and video! Was already concerned that EasyMapper would break because Displacement Maps aren't downloaded by default now. I did hoard (almost?) all Megascans surfaces with the Quixel Bridge UE5 plugin before FAB launched, so still have the ORDp-based UAssets on disk, just in case. Great to see the EasyMapper update!
Thank you William
Thanks William. Very much appreciated.
Thank you
I was just thinking about you William, it's been a minute lol. Thanks for this channel!
Thanks! Been working on something exciting the last couple on months, I haven't gone anywhere, stay tuned!
@@WilliamFaucher Haha Alright!!!
FAB broke everything! I hope they make plugins for other DCC's and thirdparty renders soon!
I believe in FAB. It will become awesome soon.
I am cautiously optimistic as well, despite the rocky start
Man! Thank you, nice to meet again, thank for review, but I think if marketplace of assets need a guide its means about bad UI/UX, and I probably believe Epic Games will change for more completely integrated that
I'm mostly disappointed with FAB thus far. I had this hope we would have more control and flexibility with all of our assets...such as creating our own folders and categories to sort items, and just more customization options.
I really miss you ❤
Miss you too buddy ❤️
@@WilliamFaucherThank you, please bring the video a bit earlier next time❤🇵🇰
thanks for update :)
Thanks
@WilliamFaucher did you put the new version of easymapper , couldn't find any update yet in fab ?
Yes I noticed the displacement maps are just white. I means it's not as good as the Quixel interface design but it's integrated a lot better than having to go to Epic store and separate Quixel interface, in that respect it's a lot better. The name is a bit cheesy though.
They had more than enough time. They announced the transition to FaB about a year ago. I liked that because I thought they would use the time to make it perfect and gather feedback. I was wrong, no Feedback from creators, Epic launched it like Valve launched CS2-without a wishlist, with bugs, and on top of that, many creators are worried about the monetization of Quixel assets. No direct displacement map loading into UE. A messy marketplace. I don’t even know what the future holds for importing Metahumans. They even accidentally made some creators’ content available for sale on FaB that was never supposed to be published and had been removed from the Unreal Engine Marketplace years ago, like RealBiomes. I have spended tens of thousands of dollars on assets and this really demotivated me.
Oh, I forget to mention that I have found one positive thing about this. Atleast I can spend more time to make my scripts for my upcoming “short film” better.
Outstanding 😮❤
Thank you very much from a Chinese user for your gratitude. The video contains all the issues about FAB that we have been complaining and ranting about recently. I hope EPIC can quickly fix these issues in some time. Secondly, I would like to ask when your EasyMapper plugin can be updated for the FAB version? I just saw that the last update was on October 7th. Has the latest version not been released because it is under review? Thank you.
Thanks for info! Cant wait to see your new videos. Btw im started to learn UE thanks to you and i have a question, may be you have some project on which i can help to work on. For free of course)
There are lots of free projects you can use in the education section of the launcher/FAB now :)
Nice and quick update to the recent situation! Thank you for all your work!
Btw one question: Is there a way to include a macro texture easily into easymapper?
I've been looking for a way to find the MS Presets folder that used to download with Megascans assets into Unreal projects, if anyone knows how to access it this would be a great addition to the knowledge William's sharing with us here, thanks!
I like your Quixel filter shortcut - thanks!
If you watch the Quixel video regarding FAB, it mentions 'revamped' Wind, Geometry and Features. Any idea what this is all about? Their video doesn't go into any details.
Im glad it helped! Ill have to check those videos, not sure about that yet
When you claim the quixel assets, you wont get them added to our libraray, but only marked as purchased .... you theoretically have to add each asset by hand ... I really hope they will add some sort of "file management system" in order to create folders for assets or this will get out of hand so fast
Yes, like you had to manually download and add to project before FAB as well. This isn’t new? But I agree I hope there will be a cleaner way to organize files.
Bit of a scuffed way to launch it, but I definitely see Fab and Quixel assets being charged for (like an ordinary for-profit company) as a great opportunity to level the playing field in terms of letting independent and 3rd party asset producers gain more adoption now that people won't have an almost unlimited pool of high quality content for free. Obviously sucks having to pay for something that was free, but realistically I think you'd be kidding yourself to think that all those assets could be produced with specialised staff and equipment then being given away for nothing would be viable for them long-term.
Yeah the FAB launch was a bit of a slog. Still only supports 5.2 and higher so now with the marketplace actually removed it means 5.0-5.2 people are completely screwed on UE only assets. The only way to add these to a project is through your vault. Still some of my owned assets just don't show up in FAB but are in my vault. Hopefully they'll fix things but the launch was horrible.
Another example of a company rolling out a major update without it being fully stress tested. Full of bugs, not fully functional, and we're forced to use it. Can't revert to the old way while they iron out the wrinkles. Very disappointed in Epic, I expect better from them.
are you talking about the market integration ? because I can still just use quixel bridge
In general it is concerning there's just too many not breaking, but really odd decisions made in the entire ecosystem of FAB, and by Quixel folks in general. For example, removing import of displacement map has absolutely no sense to me with their explanation. They could just let users know they can access them (because they can although by means you have shown), but it's not the quality we follow anymore. And keep them part of the import pipeline.
Either way, thanks a lot for clarifying! If you are confident with such changes I will give them a chance :)
Hi William, thanks for the video, pretty helpful. Could you explain what happened to the rotation of the textures, please? So far all the materials that I’ve been using are not able to rotate 90, or any other angle… is it a bug in my file? Or you are experiencing it as well?
It’s not a bug, the new master materials have been highly simplified. You can always use the old master materials or add the functionality yourself to the master materials :)
@@WilliamFaucher do you have any video explaining how to add this functionality, because I tried and it didn’t work :(
thanks for this, but this new FAB is really sucks! , old Megascans was super easy
Just give it time, it's already so much better now than it was a week ago :)
@@WilliamFaucher The thing is they should have take that time before the lanch. Without bridge for example if we work with other 3D software, we can't auto import anything, we need to create all materials manually. It's a pain! Why not to keep Bridge working, until they had an anternative working?
Also, why not to make all this assets permanetly free? just charge for new ones. I''m a teacher, I can tell my studends to claim all assets. But what about my new students next year? bad lucky budy, you came to late to the game? not cool.
@ bridge still works if you have the files locally, so you can keep working. Its just downloading new things that has been blocked for now
@@WilliamFaucher Yes I know, but who has the entire library locally? We need a new tool. Until then, why on earth block bridge? I can't get it!
Do we have to "add to library" all the quixel assets or just we will get them for lifetime by claiming ?
Thanks for the video! While you can easily work around the issues .. the release of FAB feels a bit rushed - Quixel still is an Epic company. But hey, that might improve soon and people using this software are maybe used to worse. One thing remains ... I still think the name "FAB" sounds ... a bit too funny in certain sentences ...
The way I see it is, it's such a HUGE undertaking. They have to release and develop as it goes while stress testing user demand. I do think a lot of things feel unpolished, and a straight up downgrade, but I am sure they have a solid reason for releasing it when they did. We'll know more soon.
@@WilliamFaucheryes, the next months will be interesting and it is a huge undertaking . As a software dev, I am used to quirky things, but maybe they fixed the biggest issues until I got a new computer next year 😂
@WilliamFaucher I have been searching for ways to make blend material, With bridge it was so simple to pick three materials and click create blend material, Now I dont know where that option is
Thanks William for this! quick question, is there a way like before to select, download and add to project multiple assets at once? My guess is no, but I hope I missed something?!
Good question! Havent tried, I rarely did that before myself because it was so slow to do so.
Hi I can't find EasyMapper release with Fab Folder, when will it be available?
Approval is pending by epic, should be within the next day! It was uploaded two days ago, hang in tight!
Anyway..at Epic they do not like displacement so much :D That is the second time they try to "remove" it...Scan detailed assets instead of add detail with displacement ;)
Do we also have to download the megascans assets before 2025 if we want them free? Or once claimed can they sit on our online account freely accesible in the future?
Just claim them. The information is on FABs main website :)
why does Unreal have to do so much unintuitively - i just looked at my FAB stuff and wanted to list my content from latest bought to oldest - the intuitive setting would be sort by newest - so you would see the latest stuff u just bought downward - instead its oldest that gets u that - its backwards like so much of their interface - i don't want more tools i would love to see them hire someone that actually knows ui design to make every action have half the mouse clicks it takes to do stuff - that would speed up development almost more than anything else - I want to be able to click U hotkey so i can just see only my keyframed layers in sequencer like after effects - so many easy things they could do to make working faster - like the new skeletal editor - why make everyone add each skeleton part one and a time for a humanoid ? like why isn't there a auto-button 1 click solution - if it says arm in any way the system should be able to understand that regardless of other letters in the word - it should be able to do any human instantly instead of the numerous actions and tutorials u need to watch to understand it . Iclone has had auto transfer any motion for years - there's no reason to have to convert a motion at all - if i drop a motion on the skeleton it should automatically convert it for me - why make people go thru the same thing over and over that they can do instantly
Hi William. Thank you for the video. Quick question, hope you can answer it. Once we claim quixel megascans, it means we own them and in 2025 it will remain free, right?
That is my understanding, yes.
As someone who just got into this with little to no budget. This is frustrating. With assets no longer being free after this year.
Bridge had an easy creation of blend material, and now it seems that it can't be accessed. Are there any workarounds?
That's exactly what EasyMapper is for! www.fab.com/listings/8160d79c-c37d-46dd-bf67-64e25fafa11e
I am at 90% of finishing my arch project in UE5.4 with many quixel assets trees, grass, etc. Will updating all this FAB stuff risk of breaking my project?
No, fab wont break your project
Having worked with an ORM workflow from substance to unreal in a videogame, i always found weird how megascans used another texture array which i have always found inconvinient. I would have rather had both texture arrays to choose from but still.. it´s not that hard to get along with if you´re auditing your master materials manually, specially if you´re using material layers.
So if we claim the assets right now but don't have all of them added to the library would they still stay free for us?
Correct :)
Oh there are zero displacement maps for any Quixel materials accessed through the cab plugin? Or just some have it missing?
SOME assets have displacement but it seems like the majority were dropped through the plugin. Fortunately they can still be accessed but yeah, its a pain.
@@WilliamFaucher honestly this is prob for the best, loads of those displacements looked pretty gross with Nanite Tessellation, here’s hoping they’re re-authoring all the displacements to be a higher bit depth or something.
@ I have to agree, some were SOOOO compressed. I am hoping they are replaced and not permanently removed
@@peterallely5417 maybe that's what they meant by quality is not there... Then here's hoping they will optimize it for Nanite!
EasyMapper looks amazing, but for those of us whos using megascan for materials, the nameings in the easymapper is quite confusing, when i have no knowledge of the synonyms of the names. Like the EM theres Albedo, ARD and Normal, but megascans are called B, H, N and ORM, and when using the old method they are D, N and ORDp. Is it possible to make it easier for us "noobs" in EM to assign the correct texture, and add Displacement? I have to look up the naming every time, or watch a video on which is which. Would really love to use your tool!!
Easymapper has a new update for fab that has ORM, you can also just use regular separate maps for each type ☺️
Is easyfog/mapper optimized for gameplay too?
EasyFog for sure, EasyMapper is definitely a bit heavy, but if you use it sparingly when needed it should be OK. It depends on your game!
Am I understanding it correctly that whoever is working on UE 5.2 or earlier are pretty much screwed without Bridge and FAB?
You can still use bridge if you have the assets locally. You’re not screwed. Besides, 5.3 is more stable is better than 5.2 by a long shot, one should be updating if possible.
@@WilliamFaucher I was more curious if some developers are stuck with a current version of their project, rotating major version can be a very difficult task for some projects. But I guess at that point there's not much choice.
How do we update easymapper to work with fab ord textures?
It is still awaiting approval on fab for the new update but it should be ready tomorrow or so ☺️
This has been an absolute disaster of a launch. Quixel bridge wasn't broke, why did they have to "fix" it??
Because the original UE Marketplace was getting severely bloated over the years, they needed to do something about it. It's definitely a rough start but so was the UE marketplace when it first launched too. As I show in the video, the process of getting megascans into your scene is pretty smooth with FAB, aside from the filtering/grouping of things, which I am sure will be improved soon.
I'm guessing the Unity and 3dsmax Bridge plugins (from Epic) will be broken then 😢
I suspect a new plugin will be available for the other DCCs soon ☺️
Good lord, they "fixed" something that wasn't broken. FAB sucks.
While there are definitely hiccups with Fab at the moment, let's not pretend the original UE Marketplace was perfect either. It had grown extraordinarily slow over the years, they needed a change.
@@WilliamFaucher they are a giant company, all they had to do is release it good and finished, don t defend them they wouldn't defend you
@@mihaiciocan2169 Not jumping on the hatewagon doesn’t mean I am defending them. There’s lots to fix but I am also cognizant of the fact they are indeed a large company, it’s a huge ship to steer with a lot of moving parts. The larger a company the more complex things become.
Hey William thank you again for a very good Video (as ususally). I am on 5.2.1 and i work just today with the megascans. And the Quixel Bridge is still working
Yeah it works if you have the megascans locally on your machine, already downloaded. It wont work if you try to download things though.
i think they don't have displacement no more because of UEFN (for Fortnite) as there you are limited to 400 mb / created island (and they implemented FAB there as a big thing)
I can't seem to make any purchases whatsoever. At Payment it always says "Failed to challenge captcha". It's been like this for days...
The devs told me to try this: log out > clear cache and cookies > log in > try again
@@WilliamFaucher Thanks for the reply William! I've tried this, same issue. I tried paying on my phone, another PC etc... same issue.
William Faulkner's face says it all-dude looks seriously ticked off that they dumped all that stuff on FAB
…it does…?
Bridge should have never been replaced. Whoever is on the ui/ux team should go on a very verry long vacation and think about their actions.
Never take a system like bridge and try to integrate it into the stupid marketplace ui. Hell fans ui is even worse than marketplace.
Like they introduced 16 times the amount of clicks to get your asset into engine. IMAGINE HAVING TO GET VARIOUS ASSETS😭 damn..
i dont see any fab plugin in my vault :(
Did you hit the refresh button? Have you tried restarting the Launcher?
@@WilliamFaucher yes i did it many times, searched but found no where on the internet even on fab website. Thank you for reply me!
Can't believe they made me miss the slow, laggy Bridge. Also, am I the only one who thinks the FAB logo is ridiculous? It looks like a home cleaner product...
Not available 5.5 bummer
Because 5.5 isn’t even released yet, it’s only in preview. This was always the case even with Bridge.
They changed ORD to ORM fine, but why the f*** would they remove the displacement. They just made everything more complicated, Everything i'm downloading from Fab is just being dumped in my C:/appdata/temp folder and it's gonna be full in now time. It's just so frustrating
I'm not sure why, trying to get to the bottom of that. As for the temp folder, I think you can change the destination folder.
@@WilliamFaucher I'm really in dire need of changing the Fab's cache folder but I can't find any option to do it, I even posted the same issue on reddit but no one seems to know anything about it and now I posted this issue on Unreal Forums, not sure they gonna do anything about it or not.
This is a big step in the right direction. As you say, give them time to perfect the integration. Hopefully megascan integration is greatly simplified, like it used to be, and displacement maps are auto imported too, again, like they used to be.
If i don't do ' Add to My Library ' , Will i access megascans for free after 2024 ???😅😅😅😅😅😅😅😅 Reply sir its important for me 🫡
Just claim them, they will be yours after 2024. You can read about it on Fabs website.
First!
Brushing over how horrendous Fab is was quite disappointing. “Growing pains” and “give it time” are completely unacceptable approaches when you release a broken tool, whilst turning off the ones that work. In no professional capacity is this ok (non unreal user)
I have 2 videos that have gotten traction if anyone is interested further.
(Edit: Love your content, even though I’m not an Unreal user. My tone above isn’t meant to be critical of you, but of their approach)
I can’t speak for non-unreal users, as my entire channel is based on, and directed towards unreal users. This video is specifically about the fab plugin for Unreal. And while this is definitely a bit of a downgrade compared to bridge (for unreal), it’s at least usable for us.
I’m not really in the business of being pessimistic or using YT to complain, my entire channel revolves around finding solutions to problems, and that is what this video attempts to do, finding solutions to issues people have been having with the fab release, and making things a bit less painful. There isn’t anything I can do to change anything about this, only make it more tolerable.
@ can absolutely understand that, and totally respect that approach.
However this isn’t complaining, this is feedback. Fab has not been made with the artist in mind as seen across the Quixel and Sketchfab migration. I just think all users of Fab, Unreal included need to be mindful of the new direction as it’s no longer about them.
Edit. That’s probably more apparent to me as a non Unreal user though as there was literally zero effort given to us.
@@aaronwestwood There is a FAB discord channel that sellers have been invited to in order to submit feedback directly to the devs. Don't worry, people are complaining, feedback is being given, plenty of it.
@ oh I’m across all of it, well I’ve tried to be! It’s the dead silence from Fab / Epic that’s the head scratcher. No doubt that will be addressed, just hoping sooner over later.
I have had a ton of UE users message me over the last week re this, forwarded them now to this video of yours to hopefully fill in some gaps :)
There's a lot I wish I could tell you but I have signed an NDA. Just sit tight.
This is just a joke no? FAB is utter garbage.. Firstly: Where the f are the filters and the categories. Secondly you cant find sh** what you want because of that. Thirdly the Unreal marketplace was specific for Unreal Engine users without garbage AND it was in the Epic Games launcher, not in your browser or a stupid plugin. Thirdly the Megascans plugin in UE5 was/is so brilliant and easy to use, so why are take that away from us?
Couldn't agree more.
Did you watch the part of the tutorial here where I show how to create the quixel filter? From there you can filter even more, its not as clean as before but it’s not too hard to find what I am looking for now. Its a downgrade to be sure, but give them time to iron out the kinks, its been less than a week.
let's be honest, FAB is just a downgrade.
they fumbled hard with Fab lmao
Big time! And for people who are interested in Unreal and now to see what it is becoming
If you dont use unreal, megascans stuff are no longer viable
Give it a bit of time, I am sure they will release a proper plugin for other DCC’s, it’s only been a week.
@WilliamFaucher i would rather they making the download options as good as in bridge, plugins will break constantly and i have no faith on them maintaining them all
@ The quixel bridge was a plugin, always has been. Fab will improve, just give them some time :)
@@WilliamFaucherthey have confirmed no plugin is in the works via forums. This isn’t a time thing, this is them being completely out of touch.
@ Do you have a link? I’d love to read that!
thanks
Cheers :)