Using Megascans in Unreal Engine 4

Oct 23, 2021 at 06:00 am by nemirc

using megascans in unreal engine 4

As I (slowly) continue to work on Just Let Me Go, I have been working on a small house environment that I could use to test all the mechanics of the game. I first modeled the house using BSP, and then I re-created the house in Maya (UE4 allows you to export your level as an FBX file, including lights in case you need them, so I used that exported level as a basis for my Maya-modeled house).

BTW I am aware the house doesn’t have windows yet. I am slowly adding the details because I am focusing on room sizes and such at the moment.

When I was working on the textures, I began to work on my own materials, but then I remembered about Megascans and Quixel Bridge. I had used Quixel Bridge (the app you use to browse and download Megascans assets) a little bit when I was trying out MetaHuman Creator, but now it was time to use it to bring some Megascans assets into my project.

I decided to give it a go, so I looked for a few wall and floor textures that I thought would fit my house. I am working on a neo-colonial style house (painted cement walls, actual cement or clay tiles for the floor, and more requirements will arise as I work on the other details like railings, doors and windows). The “Concret” section had a lot of really cool materials to choose from. Also, I could easily preview the materials inside Quixel Bridge thanks to a built-in 3D preview in the material details pane.

At the end of the day, it didn’t take me long to find materials I could use, and it was just a matter of testing them in the engine. Downloading the materials into UE4 is very easy, so I could test the materials right away.

Megascans offers wide variety of assets, including 3D models, textures, decals, etc. You can browse the assets by going to a category on the left pane and then navigating through sub-categories. If, for example, you want to get materials for your project, you can go to “Surfaces” and start from there.

If you go to Edit/Download Settings, you can select the format of your textures and models. And if you go to Export Settings, you can set the engine version and the project you want your assets exported to. From the list, you can support a wide variety of 3D apps and engines, although I have only used Megascans assets with Unreal Engine so far.

New stuff is being added to Megascans regularly, so, even if you don’t find what you need today, there’s a chance you will find it some time in the future. Right now, being able to use high-quality materials for my environments is already making me save a lot of time. If you are using Unreal Engine, you should take advantage of what Megascans has to offer.

Sections: Tips + Tutorials

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