#Stylized megascans
1 messages · Page 1 of 1 (latest)
I am experimenting with different workflows and artstyles atm to find a fitting style for the game i work on with friends.
awesome! did you export the meshes to retexture them?
I love the clouds! Are they static or part of a dynamic weather system?
assets are exported into blender to reduce polycount then retextured in substance. Clouds are part from a stylized skysystem i purchased from the store
cool workflow, question, why do you reduce the poly count? will not be enough to use a higher LOD mesh?
Looks really great! Does quixel allow these derivative assets to be used in games made in UE? I remember thinking of trying the same thing at one point, but the terms of use confused me on this topic. Again, really great work.
If I remember correctly, they encourage use within UE, but there’s some restrictions on editing in other programs. I’ll have to check again
yea, for other softwares there are restrictions.
i lower the polycount to reduce the file size of the assets and because it fits better to the artstyle visually.
working on level transitions and a loading screen. Pretty much basic visuals so far
It looks and sounds awesome! I'm working on a stylized game too. If you have any interest or time to do so, I would totally watch a recorded video of your workflow to get those megascan assets stylized. Nice work!
looks very good, keep up the great work
Nice use of Nanite! Also, I like your sky and clouds :3
thank you