I agree, my personal opinion is that megascans and some kind of conversion table for the "correct" values for Unreal4 will eventually become the de-facto standard go-to for most people's personal/portfolio work involving PBR. Quixel's Megascans service is one of the most interesting things that's being brought to the PBR…
Hi Kiwi! Our naming convention for Megascans assets is computer generated - the e-mail is simply a notification that you were refunded download quota for an asset we removed from the Megascans texture library. I'm not sure if I understand what the rest of your message is getting at - could you clarify for me, please?
Hello guys, I never before created big open environments with big amount grass and trees. And it's littlebit confuse me. At this moment I have a single blades of grass from Megascans and have no idea how to combine it in one mesh with small amount of polygons. How much polygons should be in grass cluster for good…
I'm not a pro in UE4 but I still know how to make basic shader, and I did so with my 100% created asset with zero issues. I now downloaded some rock and tree from megascan using the Unreal exported from bridge, but when I apply the albedo to the shader the model is brown... I really don't understand why.