Tips on Scattering Megascans in UE4
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To be honest? What was Star Wars? George Lucas!!! It was cool back then in the 70 ties! Nothing ever before was like it..and it had character! 2 little shiny robots that behaved like humans! The n th sequal of something that was major in the past...! My advice? Start something new dont copy Star Wars...and give it some heart again! Put the industry to shame!!!😉 my 2 cents..

by Thomas Guillemot
8 hours ago

Well that's a lot of hats !

by Thomas Van Fossen
13 hours ago

So why not finish the project but making it super generic? Strip all star wars terms out. Then when the game is finished, allow for modders to make a conversion mod that will reinsert the star wars material? That way he can finish it and we all can get what we want and no one has to give up on their dreams.

Software & Tools
Tips on Scattering Megascans in UE4
28 March, 2017
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In case you didn’t know, Nick Reynolds from Riot Games is actually doing some great education work at Gnomon. He’s an instructor there. But he also does very nice short videos, which concentrate on solving some issues environment artists face every day.

Sample images by Victor from Quixel.

In his latest 20-minute flick he showed the foliage tools in Unreal Engine 4. It’s a great technique, which allows you to cover large areas in a matter of seconds. All the assets used in the scene were imported from Megascans: clovers, grass, some vines and so on.

The video is pretty straightforward, it covers a lot of interesting topics and demos the wonderful little things you can do with UE4. It’s actually free to watch and you can do so on Gumroad.

But, it’s not all, the same archive actually holds a bunch of other videos and files on other cases of software usage: PBR Values, landscape production, insert edges, bakes lighting, tillable textures and so much more. It’s a beautiful set of information, which we really hope to bring to 80.lv.

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