Megascans workflows for environment creation in UE5 Early Access

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  • เผยแพร่เมื่อ 2 ต.ค. 2024
  • Take a deep dive into the creation of the light world portion of the Unreal Engine 5 Early Access Release demo, Valley of the Ancient.
    See how a small team of Quixel artists pushed the limits of the early access version of UE5, testing different workflows and new, groundbreaking features such as Nanite, Lumen, One File Per Actor system, World Partition, native Quixel Bridge integration and more.
    Get the Canyons of Utah Megascans collection here: bit.ly/2XHwqH9
    Get Bridge here: bit.ly/3ggG6Ph
    Download Valley of the Ancient resources from the Unreal Engine 5 tab from the Epic Games Launcher.

ความคิดเห็น • 163

  • @anndreu9559
    @anndreu9559 3 ปีที่แล้ว +86

    That's it. I want Jacob to narrate fairy tales for my kid before bed time.

    • @aamlansaswat
      @aamlansaswat 3 ปีที่แล้ว +7

      The Unreal fairytales!

  • @MatthewRumble
    @MatthewRumble 3 ปีที่แล้ว +324

    Quixel is the gift that keeps on giving

  • @Dookie6891
    @Dookie6891 3 ปีที่แล้ว +22

    The disclaimer at the end there is humble and really does demonstrate the culture of reactive innovation over burying potential problems.

  • @JonathanWinbush
    @JonathanWinbush 3 ปีที่แล้ว +63

    The amount of work that goes into creating these scans are nothing short of amazing 🤙🏿

  • @jakubjodlowski2768
    @jakubjodlowski2768 3 ปีที่แล้ว +7

    Guys, I think we would all love separate videos of each of your team members involved in this going through stuff like Lighting setup exploration, In-depth best practice, Art directing etc etc . It would be amazing 🙏

  • @lion_towers3d
    @lion_towers3d 3 ปีที่แล้ว +2

    Been loving the Bridge integration in UE5 - simplifies my workflow so much!

  • @MrKlayVFX
    @MrKlayVFX 3 ปีที่แล้ว +12

    I'm totally in.

  • @Esimaxchannel
    @Esimaxchannel 3 ปีที่แล้ว +5

    Where is my grandma to see all this, fantastic job guys

    • @benveasey7474
      @benveasey7474 3 ปีที่แล้ว +1

      Grandma3 can work with Unreal DMX.

    • @Esimaxchannel
      @Esimaxchannel 3 ปีที่แล้ว

      Yeah, I should have realized to put her into the repo so I could properly version her

  • @harrysanders818
    @harrysanders818 3 ปีที่แล้ว +24

    This honesty and transparency, being real to the users on eye level, is what sets the epic and quixel team apart from others.

  • @Edbrad
    @Edbrad 3 ปีที่แล้ว +15

    Whoa when they cut to the read shot of them in the desert I was like oh they modeled them with their cars and shit and then my mind blew when I realized it was a real shot 😂

    • @ElwinWay
      @ElwinWay 3 ปีที่แล้ว

      I was waiting for the nanite visualisation until I realised it was an actual photo lol

  • @shaezbreizh86
    @shaezbreizh86 3 ปีที่แล้ว +4

    What is the plan about vegetation ? Cause its really cool and yu guys rocks but its mostly about rock xS

  • @lumbabumbaschumba4975
    @lumbabumbaschumba4975 3 ปีที่แล้ว +3

    Thank you for this demonstration of workflow. But what we really need is a tutorial for how to reduce overdraw on Mega-Assemblies.

  • @kurtXhecticXpl
    @kurtXhecticXpl 3 ปีที่แล้ว +12

    It's important to say the whole truth- that cool, joyful creation is just 50% of the process. Rest is a "waste" of time for technical aspects, crashes, improving, testing etc.
    All creators know that what you see here on the screen is a payoff for the hard work and patient in the earlier stages.

  • @MR3DDev
    @MR3DDev 3 ปีที่แล้ว +3

    Is it me or does it look like Epic wants to do away with the Landscape tool?

    • @مولوديةالجزاءر1921
      @مولوديةالجزاءر1921 3 ปีที่แล้ว

      th-cam.com/video/8kOHUwzNfbU/w-d-xo.html

    • @DeviantRahll
      @DeviantRahll 3 ปีที่แล้ว +1

      When you paint, you don't only use one kind of paintbrush, you have different brushes for different jobs. This is the same. What's good for one one thing might not be good for another, having options is important.

    • @eggZ663
      @eggZ663 3 ปีที่แล้ว

      Given that they are totally broken in ue5 I'm guessing they haven't given it much love. But with Virtual Heightfield I wouldn't count on them removing it just yet

  • @justapersonsnoozing2
    @justapersonsnoozing2 2 ปีที่แล้ว

    I love unreal engine and Quixel videos, they're never ending excitement ✨

  • @tomoprime217
    @tomoprime217 3 ปีที่แล้ว +6

    Great but I am still waiting for a video covering the modeling tools and workflow for trimming away Nanite overdraw issues as discussed in the Unreal 5 Mega Assemblies video!

  • @JavierGonzalez-qg5el
    @JavierGonzalez-qg5el 3 ปีที่แล้ว

    Thanks for the amazing work you guys put out. Super inspirational. We understand that new tech comes with challenges to overcome but know that we are grateful for the innovation you provide for our workflows and asset building. It's invaluable.

  • @Karlettto89
    @Karlettto89 3 ปีที่แล้ว +5

    Hi Jacob! Thank you for the overview! Nanite really is incredible! I have a question about mega assemblies: When creating them, did you use instanced meshes, or regular duplicated meshes? I am creating an environment using mega assemblies, but the ones I make bottleneck on draws with just a few of them in. Not nearly as many as you have there in the VOTA project. Thank you and hope to see more videos about nanite in the future! :) great work!

    • @quixeltools
      @quixeltools  3 ปีที่แล้ว +4

      We used regular, duplicated meshes. In appropriate cases with a lot of ground we reduced the overdraw by creating custom "blankets", or meshes with a tiling material, closely adhering to the surface below it, replacing many of the static meshes below.

    • @Karlettto89
      @Karlettto89 3 ปีที่แล้ว

      @@quixeltools Hi! Thank you ! Yes, I think the overdraw might have been the problem there. Gotta learn how to use the modeling tools in the engine. :) Thanks again!

  • @Edbrad
    @Edbrad 3 ปีที่แล้ว +2

    Quixel is amazing

  • @kavehdadgar2720
    @kavehdadgar2720 3 ปีที่แล้ว +2

    You guys are on 🔥

  • @gionasser
    @gionasser 3 ปีที่แล้ว

    You guys are killing it!

  • @curiousity271
    @curiousity271 2 ปีที่แล้ว

    No doubt, It blows us all away... Speechless...

  • @cg.man_aka_kevin
    @cg.man_aka_kevin 2 ปีที่แล้ว +1

    4:15, the character... 😂😂😂
    Glitching.

  • @michaeltran875
    @michaeltran875 2 ปีที่แล้ว

    I just came back from Moab, Utah. I take thousands of pictures of references for my indie game.

  • @oxygencube
    @oxygencube 3 ปีที่แล้ว +1

    Incredible. Its very inspiring!

  • @ClouD4CS
    @ClouD4CS 3 ปีที่แล้ว +2

    We still waiting for the trees :(

  • @VideoLife_FPV_Wild
    @VideoLife_FPV_Wild 2 ปีที่แล้ว +2

    This is amazing ... I've been waiting for this for 40 years! Thanks to the developers! 🙏✋🙏✋

  • @ruok3351
    @ruok3351 3 ปีที่แล้ว

    While this amazing and all. Wont these assets gonna start making peoples work looking all the same?

  • @abhinavsarthak3988
    @abhinavsarthak3988 3 ปีที่แล้ว

    It's awesome ..Thanks !! For creating something this cool

  • @spectreprime2257
    @spectreprime2257 3 ปีที่แล้ว +2

    Mi PC: 🗿

  • @3darchstuffs
    @3darchstuffs 2 ปีที่แล้ว

    can u please let me know which graphic card this scene used in the video is running on ?

  • @kirkr
    @kirkr 3 ปีที่แล้ว +2

    How could anyone not love Quixel.

  • @NADNIJ
    @NADNIJ 2 ปีที่แล้ว

    amazing guys. keep up the good work !

  • @ocouture
    @ocouture 2 ปีที่แล้ว +1

    Can you elaborate on how you proceeded to "reconstruct" the mega assemblies to reduce nanite overdraw? @10:22
    Thank you.

  • @ChrisArbaugh
    @ChrisArbaugh ปีที่แล้ว

    Omg! Are the artist capturing the scans responsible for that whole "chrome monolith in the desert" thing that happened a couple of years ago?

  • @Latexghost
    @Latexghost 3 ปีที่แล้ว

    Yea yea yea, let us know when you can megascan a bunch of realistic enterble buildings and then click drop them every where, why stop there, let me know when you can megascan entire citie's with no boundries all with the voxel plugin. Then we are entering next gen. All these
    "next gen" "stuff"

  • @eggZ663
    @eggZ663 3 ปีที่แล้ว +1

    Didn't know you could convert poly mesh to proc foliage volume - great trick at 7:26

  • @HiraethGame
    @HiraethGame ปีที่แล้ว

    @quixeltools This is lovely, but how to deal with collision for fps game, where player want to walk wherever? I did many tests with this set of assets and always problems.

  • @hypersonicmonkeybrains3418
    @hypersonicmonkeybrains3418 2 ปีที่แล้ว

    Is it true that when people are making predictions on how long it will take to develop a AAA game insisting that for example a game took 5 years to develop in the past therefore the next game in that franchise will also take 5 years even if its using UE5? Because a lot of youtubers seem to to have this mindset and insist that games will take the same length of time to develop as they did previously.

  • @amrsalari
    @amrsalari 3 ปีที่แล้ว +1

    Great, and thank you all

  • @lukethedukea380
    @lukethedukea380 3 ปีที่แล้ว +7

    its just so liberating seeing this being available to filmmakers like me, im horrible at modelling and coding, and im so happy that i dont have to work years and years to learn to be able to create characters and model rocks to make my animations and short films

  • @AirPlaysAP
    @AirPlaysAP 3 ปีที่แล้ว

    Have Quixel a Game?

  • @dudesicko
    @dudesicko 3 ปีที่แล้ว +1

    Holy mofo, this is sure next gen, NICE!!!

  • @mr.darkshark6875
    @mr.darkshark6875 5 หลายเดือนก่อน

    Yea and in quixel bridge nanite quality sucks 😂

  • @marvluebke
    @marvluebke 3 ปีที่แล้ว +6

    Something that improved my megascans workflow a lot was importing assets into blender and making a completely flat, concave and convex version of my main assets.
    Quick to do with soft selection and makes it much easier to place onto the shape of my landscape.

  • @vnmber
    @vnmber 2 ปีที่แล้ว

    The God also use Unreal Engine, but he works with the final version….

  • @tobiaskuberka2213
    @tobiaskuberka2213 3 ปีที่แล้ว +1

    Great Video Jakob
    I love what you guys put together and I played around with it a lot 🥰

  • @FlashX212
    @FlashX212 2 ปีที่แล้ว

    Bootleg games finna hit extra hard

  • @grigorescustelian6012
    @grigorescustelian6012 2 ปีที่แล้ว

    Only three artist with only 3 expensive pick-ups

  • @cghow
    @cghow 3 ปีที่แล้ว +1

    👍👍

  • @Murderface666
    @Murderface666 2 ปีที่แล้ว

    The only problem is that you need a high end computer right now to exploit this

  • @aamirahmad5817
    @aamirahmad5817 3 ปีที่แล้ว +1

    Amazing! Thank you Quixel.

  • @apersunthathasaridiculousl1890
    @apersunthathasaridiculousl1890 2 ปีที่แล้ว

    amazing

  • @ElfRat
    @ElfRat 3 ปีที่แล้ว

    Legends

  • @snesmocha
    @snesmocha 3 ปีที่แล้ว +1

    This is very exciting time for ue5 and unreal engine

  • @nexttt__
    @nexttt__ 3 ปีที่แล้ว +1

    Unreal Engine 5 is fantastic. Just make easier to disable auto exposure.

  • @Shanajapapaya
    @Shanajapapaya 3 ปีที่แล้ว +1

    😍😍😍😍😍 Great job Jakob!

  • @lillpro8323
    @lillpro8323 ปีที่แล้ว

    How do I import materials thats a zip file

  • @SlitheryEnd03
    @SlitheryEnd03 2 ปีที่แล้ว

    I’m new to unreal engine how do I download this

  • @lukadjogi
    @lukadjogi 3 ปีที่แล้ว +2

    will it be possible to make plants and trees use nanite in future?

    • @marsmotion
      @marsmotion 2 ปีที่แล้ว

      just make everything geo and not trans and it should work.

  • @philosophia5577
    @philosophia5577 6 หลายเดือนก่อน

    This isss groundbreakinnnnn

  • @scarabrae
    @scarabrae 2 ปีที่แล้ว

    ..."enjoy the same childish astonishment as we did"...definitely do....utterly gorgeous!

  • @Keynacrad
    @Keynacrad 3 ปีที่แล้ว +1

    Is there a way i can download a whole file of a certain terrain instead of downloading each one individually?

  • @GBTC2011
    @GBTC2011 2 ปีที่แล้ว +1

    I have downloaded some of the desert sandstone assets with nanite and they look nothing like what you are showing. Actually the quality is very poor (fuzzy, blochy). I also tried downloading in high quality and found no difference. What am I doing wrong?

    • @DoomsdayDave3D
      @DoomsdayDave3D 2 ปีที่แล้ว

      Im having the exact same issue. after 2 days of research and I still haven't found a solution.

  • @Oozaru85
    @Oozaru85 2 ปีที่แล้ว

    They making environments look more and more realistic each generation, but for some reason they don't put the same love into characters. Imagine having a realistic environment, but then your character still feels like a stiff puppet. realistic facial animations is all we have now. But what about realistic body behavior? Like seeing muscles move when a character moves, your muscles and body parts reacting and shaping according to your movement? Most games don't even have body physics. Really sad.

  • @FPChris
    @FPChris ปีที่แล้ว

    The ultimate workflow is like you pictured here. Drop assets in and build massive worlds right from the content drawer menu. Expanding outward as you go.

  • @JBCreatieve
    @JBCreatieve 2 ปีที่แล้ว

    wooow, impressive ,so real , if you don't how it made, you will think its real .

  • @pawpotsRS
    @pawpotsRS 3 ปีที่แล้ว

    mega-assemblies !!! ftw!!!

  • @ItzR0bloxRachel
    @ItzR0bloxRachel ปีที่แล้ว

    how do you blend the assets together to eliminate seems

  • @cihankenar1
    @cihankenar1 3 ปีที่แล้ว

    When can we see this on the PS5?

  • @skellreeper354E
    @skellreeper354E ปีที่แล้ว

    how did they move seperate clouds in the editor on 7:57

  • @leynardvillagracia6036
    @leynardvillagracia6036 2 ปีที่แล้ว

    quixel is the best!!!!

  • @bigmikeolan4154
    @bigmikeolan4154 ปีที่แล้ว

    do u have any site

  • @ARTOR123RETURNS
    @ARTOR123RETURNS 3 ปีที่แล้ว

    Thank you! :)

  • @metaturnal
    @metaturnal 3 ปีที่แล้ว

    Please fix the Houdini Plugin.
    Renderman 24 materials don't load properly.

  • @chronosschiron
    @chronosschiron 3 ปีที่แล้ว

    all i could get was a 1670 super gues sill be migrating to unity after 4 is done with

  • @FaddyVFX
    @FaddyVFX 3 ปีที่แล้ว

    That is fantastic, nice and brilliant 👍👍

  • @hitts8928
    @hitts8928 3 ปีที่แล้ว

    i would pay 200$ for GTA 6 if its gonna look like this

  • @tjseries3057
    @tjseries3057 3 ปีที่แล้ว +1

    Imagine halo being made with quixel assets and ue5

    • @Jsfilmz
      @Jsfilmz 3 ปีที่แล้ว

      they did

  • @protuberanecjk4704
    @protuberanecjk4704 2 ปีที่แล้ว

    thank you guys

  • @giovannigrigoretti0
    @giovannigrigoretti0 ปีที่แล้ว

    Glorious!

  • @propelleroff4663
    @propelleroff4663 3 ปีที่แล้ว

    I'm curious do we have to wait some app to create(sculpt+transform) meshes with billions of polygons to mix it with megascans in UE5? Nowadays its hardly possible to deal with that numbers becous of slow calculation in any modeling app.

  • @RndThg
    @RndThg 3 ปีที่แล้ว

    EFFICIENCY LADIES AND GENTELMEN EFFICENCY ... YOU PUSHED IT TO THE LIMIT. THANKS FOR MAKING THINGS POSSIBLE...

  • @fenfire3824
    @fenfire3824 2 ปีที่แล้ว

    One of the benefits of a landscape is its performant collision, so you can have a high number of actors, like an army, travel very well on the terrain.
    If i would build a map like you did, what do i have to expect for my nav mesh, what if would like to create an rts and need to find a solution for wayfinding. And maybe also a lot of collision.
    Also the landscape is static, have you experimented with destroyable terrain aswell?
    Landscape can be altered ingame very well. You could create a game where you can change the height of the landscape on the fly. If my landscape is only made by dozens of objects, it looks not changable at the first glance. yes you can switch it, to different levels. But you cannot alter it.
    It is probably more a Epic Engine question. You used some object scattering in your scene, i guess you build it on your own did you?

  • @mcseem9587
    @mcseem9587 2 ปีที่แล้ว

    Awesome!

  • @aladdin8623
    @aladdin8623 3 ปีที่แล้ว

    Thanks for the amazing Video and Photos. What really bugs me though, is the heavy amount of micro stutters. If we only could get rid of micro stutters.
    Sorry for mentioning that but i am a graphics enthusiast. I try to enjoy those really nice graphics, but these kind of drawbacks bother the eye.

  • @anupamroy12
    @anupamroy12 3 ปีที่แล้ว

    Quixel n unreal engine is a gift to mankind,,, specially those who see 2099 in 2021.

  • @Rabble1narms
    @Rabble1narms ปีที่แล้ว

    have just started this journey and its beyond imagination. Much appreciate the assets from Quixel and the tools of UE5

  • @darthvulture
    @darthvulture 2 ปีที่แล้ว

    thanks for the insightfull video about it. Incredible demo, do you reccommend using blueprint for assets like you did for the demo in smaller levels as well?

  • @stormolflak
    @stormolflak ปีที่แล้ว

    👍

  • @blinded6502
    @blinded6502 3 ปีที่แล้ว

    Too bad positions are still stuck with 32-bit coordinates, limiting play area only to few kilometers across.

  • @graphic-nations
    @graphic-nations 3 ปีที่แล้ว +1

    Amazing

  • @TrinhStudios
    @TrinhStudios 3 ปีที่แล้ว

    Looking forward to convert my UE4 projects to UE5 in the future when its production ready

  • @FlyingLotus
    @FlyingLotus 2 ปีที่แล้ว

    mannnnn I wish I knew how to do this stuff

  • @DngrDan
    @DngrDan 3 ปีที่แล้ว

    This better be how Elder Scrolls 6 looks like

  • @kpo1233
    @kpo1233 3 ปีที่แล้ว

    I was confused which was real and which one was unreal footage 3:00

  • @BorodaWayne
    @BorodaWayne 3 ปีที่แล้ว

    I use only ONE STONE MODEL FOR CREATE MOUNTAIN!!!

  • @leaqkv4390
    @leaqkv4390 3 ปีที่แล้ว

    now i want crysis remastered with UE5 lumens and quixel asset :D

  • @JuanPablodelaTorre
    @JuanPablodelaTorre 3 ปีที่แล้ว

    His accent is so perfect it almost feels fake. The voice acting world is missing out.

  • @akimbomannen
    @akimbomannen 3 ปีที่แล้ว

    at 6.15 you have these bigger areas to set as the ground, I cant find them in the QB, was this made for the demo alone ?