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…
Hello guys, Since i made the Megascan Link Plugin for Substance Designer i decided to the same for Substance Painter. With the Megascan Link for Substance Painter plugin you can import Megascan Assets directly into an opened project or create one if you export from Quixel Bridge a Megascan Asset with a 3D mesh. The plugin…
【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…
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…