#Stylized megascans

1 messages · Page 1 of 1 (latest)

late mantle
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I stylize megascans assets to use them for the environment and combine them with my own assets in the scene.

late mantle
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I am experimenting with different workflows and artstyles atm to find a fitting style for the game i work on with friends.

formal cape
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awesome! did you export the meshes to retexture them?

outer swift
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I love the clouds! Are they static or part of a dynamic weather system?

late mantle
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assets are exported into blender to reduce polycount then retextured in substance. Clouds are part from a stylized skysystem i purchased from the store

low tusk
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cool workflow, question, why do you reduce the poly count? will not be enough to use a higher LOD mesh?

olive crag
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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.

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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

late mantle
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yea, for other softwares there are restrictions.

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i lower the polycount to reduce the file size of the assets and because it fits better to the artstyle visually.

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working on level transitions and a loading screen. Pretty much basic visuals so far

olive crag
late mantle
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looks very good, keep up the great work

smoky scaffold
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Nice use of Nanite! Also, I like your sky and clouds :3

late mantle
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thank you