Using Quixel Megascans in Unreal Engine 4 (Part 1)
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This is amazing! Please tell us, What programs where used to create these amazing animations?

I am continuing development on WorldKit as a solo endeavor now. Progress is a bit slower as I've had to take a more moderate approach to development hours. I took a short break following the failure of the commercial launch, and now I have started up again, but I've gone from 90 hour work weeks to around 40 or 50 hour work weeks. See my longer reply on the future of WorldKit here: https://www.youtube.com/watch?v=CAYgW5JfCQw&lc=UgxtXVCCULAyzrzAwvp4AaABAg.8swLeUjv7Fb8swt1875FAT I am hard at work with research and code, and am not quite ready to start the next fund-raising campaign to open-source, so I've been quiet for a while. I hope to have a video out on the new features in the next few weeks.

Someone please create open source world creator already in C/C++.

Software & Tools
Using Quixel Megascans in Unreal Engine 4 (Part 1)
26 September, 2016



Quixel’s community manager Jonathan Holmes has done a livestream on Twitch TV. During it he taught users how to import Quixel megascans into Unreal Engine 4 and work with them. He was joined by Eoin – an in-house artist who made most of the assests Holmes demonstrated.

In the first part of the stream they went over the basics of material set up and the ideas behind the materials. Jonathan and Owen also explained why they set up things that way. Holmes tried to maked the best content possible using Unreal assets and Megascans. Holmes and Owen were working on a project with lots of vegetation and rock formations.

© Jonathan Holmes, 2016 YouTube Link

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