Hey guys, I know this is the stupidest question, but I just can't find a solution: Some of the Megascans I bought are imported with an extremely low resolution, even though the JPGs in the zip files are absolutely fine. The weird thing is, that some work and others don't. Did anyone ever have this problem? The screenshot…
【Workshop Fundraising】Effective Realistic Swamp Scene Making with Megascans in Unreal Engine 5 Learn on👉https://www.wingfox.com/c/8691_2670_20738 Tutor: Ubisoft Senior Level Artist-Technical Artist Vishal Ranga Make photorealistic Unreal 5 swamp scene using assets made from megascans - all within Unreal Engine 5. -Asset…
New DDO is PBR based (rendering side of it + megascans) but uses the diffuse/specular workflow instead of albedo/metalness. They're working on adding metalness support for the next release I think. Legacy dDo does not have stuff like energy conservation and megascans. If you set up your own presets you apparently can use…
Hey everyone. Taking a little break from my other scene to focus on something else for a while now. I want to dig deeper into the Megascans ecosystem and I found this image a while back from Stranger Things that I thought was quite moody. This small scene fits me quite well right now because I can both experiment with…
I watched the official UE4 tutorial on materials, and I notices all the _Albedo maps also have an Alpha channel used with a "Lerp" node is used for the Roughness channel. But when I export from Megascan Bridge and select the Unreal preset, My _Albedo map doesn't have a alpha, but a seperate _Roughness map. Can someone…
I grabbed a material from Megascans, it has a albedo, normal map and a texture with 3 channels. Red = AO Green = Roughness Blue = Displacement / Height ? I want to use the last texture for Parallax Occlusion but I can't seem to make it look right. In the Heightmap channel(V4), I keep hearing it should be set to Red for X…