
Channel: Quixel
Category: Film & Animation
Tags: quickmodelingtexturesromanhard surfacehsquixel megascans3dscansbeginnerpolycountgamescreatemodeldecalguideunreal enginenewfantasyepic gamesue4minutesproceduralhard-surfaceepicmodeling 3dartstationmaterialsmixercinematicmegascanspbrtexturingphotogrammetryscanvfxsculpt3d artspeedquixelstylizedtutorialfreexbox onetime savingtexturestylisedarchvizfun
Description: In the third and final part of this miniseries, Quixel's Jakob Keudel will explain why he chose to use ray traced lighting, discuss considerations for asset blending, and the importance of technical adaptation. Follow along using the free ready-made environment on the Unreal Engine Marketplace: unrealengine.com/marketplace/en-US/product/megascans-goddess-temple See the other episodes in this mini-series: Iterating on an idea: youtu.be/6PVAa-BjBOY Remixing Assets: youtu.be/UuIcNh13bz8 Here's the blogpost mentioned: bit.ly/3dNOmSB Download Bridge for FREE: bit.ly/3dszTeQ Download Mixer for FREE: bit.ly/3fUjiCn Learn more about Megascans: bit.ly/3hZLHIY



















