I guess the same question goes to using Megascans assets. I see a lot of portfolio work that looks great recently, but it’s all using Quixel assets.
I’d love to hear what people think.
(Apologize if this is the wrong forum. I wasn’t sure where to put this?)
Replies
If I were paying you to do work, that's what I'd ask for.
For some years now, companies have been using scans in both games and film.
It makes sense after all. Photo realistic results, minum time and at the end of the day a tree is a tree and a rock is a rock so why should i sit down for hours to sculpt a pine when i can simply take a scanned one that looks better in any case ?
In my opinion the only reason to model from scratch a tree/plant/rock nowadays is if you need a hero tree like the one in Harry Potter.
Job wise as said before both AAA and indie companies use scans ( ex. EA in Battlefront or Battlefield and Asobo Studio in A Plague Tale ) as well as movie productions obviously so it's not a problem.
This doesn't mean that you shouldn't know how to model a tree. I think that you should be familiar with the process in either Zbrush or a dedicated software like SpeedTree or TreeIt ( free ).
But in the reality (in production), even if you need to model things sometimes, at some point it will very likely happen that its just faster and more efficient to use some megascans assets instead of making a thing from scratch. This is a phenomena in realistic products these days. But stylized stuff still needs to be made and you can't rely that much on Quixel products.