Sorry for posting here but Quixel forum is bugged for me and I'm stuck in an infinite login loop.I would appreciate if someone could give me some straightforwards answers as most of the threads on their own forums are answered by their community manager with some vague answers and most of the follow up question are left…
It's definitely not a myth - it's in our Terms of Use, which is why I provided that answer to you on ZenDesk. :) WRT Unreal, you're legally obligated to work with Unreal Engine in exchange for free access to the Megascans library if you're signed up under the Unreal Unlimited plan as you've noted. There is no stipulation…
Coming with an answer from support. in case anyone finds this topic. Q: "If I use megascans (e.g. scratches brush) to texture my own model with my own texture maps which are unusable for anything else but that specific model am I allowed to sell it including the textures?"A: "The usage you've described sounds acceptable…
Hey, I resemble that community manager with some vague answers! As far as I'm aware and have been told, using Megascans in products you're selling should be totally OK provided that you're creating unique works. E.g. you're applying textures you've sourced from Megascans onto models that you've essentially baked into the…
Maybe I am caught up in the details but you are proof that people don't actually know for sure whether they are breaking TOS and can be held liable. I only want to use megascans for texturing of my own models with my own maps so they are practically unusable for anything else. I can only hope it's OK to sell those.
all content downloaded from - or created in bridge or mixer - is subject to their copyright specs. the only exception to this is the free content that has a specific set of rights outlined on their website. this is a myth, there are no rights for altered content that arent covered in their copyright unless explicitly…
Since UE is a real-time renderer, am I correct assuming there's no actual use for Quixel Megascan (UU plan) if you're incorporating its content within projects made in eg. Blender or Maya in which project you're also using custom shaders and nodes unique to specific renderers? I mean, you'll never end up with the same…