1 00:00:24.000 --> 00:00:24.906 Hello everyone 2 00:00:24.906 --> 00:00:26.805 Unreal Engine Third Party Solution 3 00:00:26.805 --> 00:00:28.904 Introduction and use's lecturer 4 00:00:28.904 --> 00:00:31.121 Sangmyeong University Professor Cho Ok-hee 5 00:00:31.121 --> 00:00:34.504 This time 6 00:00:34.504 --> 00:00:36.612 A library concept containing a wide variety of sources 7 00:00:36.612 --> 00:00:37.880 in Unreal 8 00:00:37.880 --> 00:00:40.507 I will introduce Quixel Megascans 9 00:00:40.507 --> 00:00:44.593 And talk about its use 10 00:00:44.593 --> 00:00:47.024 Now, say that you want to make an asset 11 00:00:47.024 --> 00:00:49.182 of that plant on screen right now 12 00:00:49.182 --> 00:00:51.442 You could use it for a video game 13 00:00:51.442 --> 00:00:53.800 or a simulation program 14 00:00:53.800 --> 00:00:56.375 In those situations, you might need to insert a paused cut 15 00:00:56.375 --> 00:00:58.188 In that situation, do you really have to model 16 00:00:58.188 --> 00:01:01.343 every single plant yourself? 17 00:01:01.343 --> 00:01:04.042 I want you to think about that for a moment 18 00:01:04.042 --> 00:01:06.860 before starting this lesson 19 00:01:06.860 --> 00:01:10.617 Making a realistic-looking leaf 20 00:01:10.617 --> 00:01:13.300 or a few bamboo leaves 21 00:01:13.300 --> 00:01:16.241 is no problem at all using modeling 22 00:01:16.241 --> 00:01:19.921 But think about when you need 23 00:01:19.921 --> 00:01:22.001 ultra-realistic assets like that plant, 24 00:01:22.001 --> 00:01:25.046 how you could render something like that 25 00:01:25.046 --> 00:01:26.713 whether there is a way to gain access such assets 26 00:01:26.713 --> 00:01:28.638 without modeling them yourself 27 00:01:28.638 --> 00:01:31.096 or spending too much money 28 00:01:31.096 --> 00:01:33.686 That is what I want you to think about 29 00:01:33.686 --> 00:01:36.049 So there are multiple websites 30 00:01:36.049 --> 00:01:38.362 that have a large library of assets 31 00:01:38.362 --> 00:01:42.483 If you have ever used assets 32 00:01:42.483 --> 00:01:45.820 that you took from such online libraries 33 00:01:45.820 --> 00:01:47.655 comparing those with Megascans may also be a good thing to try 34 00:01:47.655 --> 00:01:49.264 Websites like those 35 00:01:49.264 --> 00:01:51.907 usually have a lot of 3D-modeled characters 36 00:01:51.907 --> 00:01:55.015 objects, or furniture 37 00:01:55.015 --> 00:01:58.642 rather than assets created from scanning 38 00:01:58.642 --> 00:02:02.146 And they are usually not free 39 00:02:02.146 --> 00:02:05.599 So if you wanted to make a nice forest or flowerbed 40 00:02:05.599 --> 00:02:08.069 or a garden, or anything else using these kinds of assets 41 00:02:08.069 --> 00:02:10.876 Think about how you could make that happen 42 00:02:10.876 --> 00:02:13.834 And now we will start the lesson 43 00:02:13.834 --> 00:02:15.389 What we will learn today 44 00:02:15.389 --> 00:02:17.897 can be put largely into four parts 45 00:02:17.897 --> 00:02:21.156 First, what is Quixel Megascans? 46 00:02:21.156 --> 00:02:23.504 I will give you a brief introduction about that 47 00:02:23.504 --> 00:02:26.792 Next, how to install Quixel Bridge 48 00:02:26.792 --> 00:02:28.223 and how to use it 49 00:02:28.223 --> 00:02:31.009 How you can connect it to Unreal Engine 50 00:02:31.009 --> 00:02:33.994 I will give you an introduction about those 51 00:02:33.994 --> 00:02:37.660 Then we will learn about the concept of LOD 52 00:02:37.660 --> 00:02:40.722 LOD is very important when developing games 53 00:02:40.722 --> 00:02:44.278 and it is also important when using detailed assets 54 00:02:44.278 --> 00:02:46.676 Of course it is also important in VR 55 00:02:46.676 --> 00:02:48.382 And if you have played a lot of video games 56 00:02:48.382 --> 00:02:50.544 or studied game development 57 00:02:50.544 --> 00:02:54.510 you will have heard a lot about it 58 00:02:54.510 --> 00:02:56.955 The quality of models in a 3D environment 59 00:02:56.955 --> 00:02:58.870 is a core concept of modeling 60 00:02:58.870 --> 00:03:01.373 The more detail a model has 61 00:03:01.373 --> 00:03:06.279 The number of polygons will of course increase 62 00:03:06.279 --> 00:03:08.677 When modeling something with a curve, like this 63 00:03:08.677 --> 00:03:12.123 In order to make this curved line 64 00:03:12.123 --> 00:03:14.717 There have to be a large number of smaller straight lines that make it up 65 00:03:14.717 --> 00:03:16.090 But if you don't need it to be detailed 66 00:03:16.090 --> 00:03:18.930 It could just go like this 67 00:03:18.930 --> 00:03:22.773 So when an object is close up to the camera 68 00:03:22.773 --> 00:03:26.923 it should be shown in high-polygon 69 00:03:26.923 --> 00:03:29.926 with a huge number of faces and lines making it up 70 00:03:29.926 --> 00:03:31.458 I think a good example to help you understand 71 00:03:31.458 --> 00:03:33.144 would be a zombie 72 00:03:33.144 --> 00:03:36.644 Zombies have complicated designs for their clothes and faces 73 00:03:36.644 --> 00:03:40.061 They have wounds on their faces and their hair is all tangled up 74 00:03:40.061 --> 00:03:43.981 If a character with a complex design like that is right in front of the camera 75 00:03:43.981 --> 00:03:47.522 It could be a first person game, or virtual reality 76 00:03:47.522 --> 00:03:49.120 When the zombie is right in front of the camera 77 00:03:49.120 --> 00:03:52.223 it should be shown in very high polygons 78 00:03:52.223 --> 00:03:54.727 But when it is not in front of the camera 79 00:03:54.727 --> 00:03:57.418 and it's part of a horde of hundreds or thousands of zombies 80 00:03:57.418 --> 00:03:59.511 coming from afar 81 00:03:59.511 --> 00:04:02.421 You don't pay attention to individual zombies 82 00:04:02.421 --> 00:04:05.297 So they don't really need to be in high polygons 83 00:04:05.297 --> 00:04:07.693 You can set the quality to automatically change 84 00:04:07.693 --> 00:04:09.610 depending on the distance the object is at 85 00:04:09.610 --> 00:04:12.886 From the camera to up to here, it should be in high polygons 86 00:04:12.886 --> 00:04:16.532 If it's slightly farther away from the camera, it should have a moderate number of polygons 87 00:04:16.532 --> 00:04:17.956 If it's even farther away 88 00:04:17.956 --> 00:04:21.068 Then it can be shown in way less polygons 89 00:04:21.068 --> 00:04:23.598 This is what we call LOD(Level Of Detail) 90 00:04:23.598 --> 00:04:26.058 So many programs for game development 91 00:04:26.058 --> 00:04:29.997 use level of detail 92 00:04:29.997 --> 00:04:31.818 to up the performance of games 93 00:04:31.818 --> 00:04:33.287 So LOD we will also take a look at 94 00:04:33.287 --> 00:04:36.172 and we will also learn about 95 00:04:36.172 --> 00:04:38.319 optimizing the Material itself 96 00:04:38.319 --> 00:04:40.846 And also, even if you don't do the modeling yourself 97 00:04:40.846 --> 00:04:42.678 and even if you don't own many assets 98 00:04:42.678 --> 00:04:44.832 you can use these Megascans resources 99 00:04:44.832 --> 00:04:48.060 to create and complete various level designs 100 00:04:48.060 --> 00:04:49.500 You will also learn about that 101 00:04:49.500 --> 00:04:52.303 What's important is that when I say level 102 00:04:52.303 --> 00:04:54.227 I think you will all think of 103 00:04:54.227 --> 00:04:56.648 different meanings of the word level 104 00:04:56.648 --> 00:04:59.023 Leveling up your character in a video game 105 00:04:59.023 --> 00:05:00.898 You might have thought of that 106 00:05:00.898 --> 00:05:06.796 Or you could say 107 00:05:06.796 --> 00:05:09.238 "This is a difficult map, for high-level players!" 108 00:05:09.238 --> 00:05:13.316 But 'level' in Unreal means a single scene 109 00:05:13.316 --> 00:05:17.207 So 'New Level' in Unreal means 'New Scene' 110 00:05:17.207 --> 00:05:18.562 and levels are units for 111 00:05:18.562 --> 00:05:20.647 separate operating files 112 00:05:21.849 --> 00:05:24.649 What is Quixel Megascans? 113 00:05:25.031 --> 00:05:28.084 So, first let's take a more detailed look 114 00:05:28.084 --> 00:05:31.100 at Quixel Megascans 115 00:05:31.100 --> 00:05:32.515 What you are looking at now 116 00:05:32.515 --> 00:05:35.505 is the screen for Quixel Megascans, or Quixel Bridge 117 00:05:35.505 --> 00:05:37.787 Sometimes it's simply called Bridge 118 00:05:37.787 --> 00:05:39.672 Some people prefer to call it Quixel Bridge 119 00:05:39.672 --> 00:05:42.787 or just Megascans 120 00:05:42.787 --> 00:05:45.369 But the exact name of this software 121 00:05:45.369 --> 00:05:48.346 is Quixel Megascans 122 00:05:48.346 --> 00:05:51.205 The 'scans' in Megascans is the same meaning as 123 00:05:51.205 --> 00:05:52.822 the word you are thinking of, as in scanning objects 124 00:05:52.822 --> 00:05:56.620 And 'mega-' means that something is very large 125 00:05:56.620 --> 00:05:59.731 If you go into Megascans 126 00:05:59.731 --> 00:06:02.562 and look at the available assets 127 00:06:02.562 --> 00:06:04.811 you will see that they are very high-polygon 128 00:06:04.811 --> 00:06:07.345 In fact, many of the assets 129 00:06:07.345 --> 00:06:08.990 look beyond high-polygon 130 00:06:08.990 --> 00:06:12.129 and just look as if they were 3D-scanned objects 131 00:06:12.129 --> 00:06:14.695 A large portion of them are in fact 132 00:06:14.695 --> 00:06:16.984 assets created by 3D scanning 133 00:06:16.984 --> 00:06:19.981 I would say most of the high-quality assets are scans 134 00:06:19.981 --> 00:06:23.323 And you can get surface Textures as well as models 135 00:06:23.323 --> 00:06:25.514 if you go to the Surfaces menu 136 00:06:25.514 --> 00:06:29.094 These are not the quality 137 00:06:29.094 --> 00:06:30.543 of Materials we normally talk about in Unreal 138 00:06:30.543 --> 00:06:35.203 There are very, very high-quality Materials here as well 139 00:06:35.203 --> 00:06:38.028 In the early versions, around 4.XX 140 00:06:38.028 --> 00:06:40.728 You had to go through some complicated steps 141 00:06:40.728 --> 00:06:43.286 like installing Quixel and connecting a folder 142 00:06:43.286 --> 00:06:45.603 to get the Bridge icon onto Unreal 143 00:06:45.603 --> 00:06:47.462 and make the process of using it smooth 144 00:06:47.462 --> 00:06:49.102 But sometimes it would just not connect 145 00:06:49.102 --> 00:06:52.520 and the folder would not read 146 00:06:52.520 --> 00:06:54.832 But as Unreal went through more updates 147 00:06:54.832 --> 00:06:56.405 Now when you install Unreal 148 00:06:56.405 --> 00:06:59.688 you can see the Quixel Bridge icon 149 00:06:59.688 --> 00:07:03.123 automatically pop up 150 00:07:03.123 --> 00:07:05.135 even if you don't set it up in the options 151 00:07:05.135 --> 00:07:07.900 Furthermore, you do not even need to click on the menu icon 152 00:07:07.900 --> 00:07:10.631 Just click right and there is an option to import assets from Quixel Bridge 153 00:07:10.631 --> 00:07:13.325 in the right-click menu that pops up 154 00:07:13.325 --> 00:07:17.166 So nowadays it's extremely easy to import assets 155 00:07:17.166 --> 00:07:19.955 Of course, you can make good games and content 156 00:07:19.955 --> 00:07:22.236 even without using Quixel Bridge 157 00:07:22.236 --> 00:07:23.878 Because there is such an abundance of 158 00:07:23.878 --> 00:07:26.001 free and paid assets on the marketplace 159 00:07:26.001 --> 00:07:28.015 If you are someone who work in 3D graphics 160 00:07:28.015 --> 00:07:30.140 then of course you would have a huge source of assets 161 00:07:30.140 --> 00:07:32.135 You should think of Quixel Megascans as its name implies 162 00:07:32.135 --> 00:07:34.789 It is literally a library for 163 00:07:34.789 --> 00:07:38.197 extremely realistic, high-quality assets 164 00:07:38.197 --> 00:07:42.640 such as ones that are difficult to make, like plants or food items 165 00:07:42.640 --> 00:07:44.637 Old pillars or rotten tree roots 166 00:07:44.637 --> 00:07:46.580 that you could see in ancient ruins 167 00:07:46.580 --> 00:07:48.614 Things like those are harder to model than even cars 168 00:07:48.614 --> 00:07:50.779 It is a library for that has 169 00:07:50.779 --> 00:07:53.367 even those kinds of assets 170 00:07:53.367 --> 00:07:56.449 And it is especially widely used in media with a lot of 3D content 171 00:07:56.449 --> 00:07:59.945 such as game & movie development, or visualizations for construction 172 00:07:59.945 --> 00:08:02.667 Of course it varies by genre, but 173 00:08:02.667 --> 00:08:04.877 in games where there are battles or adventures taking place 174 00:08:04.877 --> 00:08:06.688 some things that are almost always there 175 00:08:06.688 --> 00:08:09.407 are plants, old rocks or vines 176 00:08:09.407 --> 00:08:13.373 tree roots, old trees, very large trees, things like that 177 00:08:13.373 --> 00:08:15.249 And they are very hard to model 178 00:08:15.249 --> 00:08:17.533 Quixel Megascans has all of those 179 00:08:17.533 --> 00:08:22.405 hard to create assets 180 00:08:22.405 --> 00:08:23.373 Everything can be found there, really 181 00:08:23.373 --> 00:08:25.842 There is also a lot of stuff like modern furniture 182 00:08:25.842 --> 00:08:28.443 Now, the word Quixel 183 00:08:28.443 --> 00:08:31.535 If you are someone interested in Unreal 184 00:08:31.535 --> 00:08:33.476 you will have at least heard of it 185 00:08:33.476 --> 00:08:35.020 even if you haven't tried importing from it 186 00:08:35.020 --> 00:08:36.876 As you can see on the screen right now 187 00:08:36.876 --> 00:08:40.066 it has many modern-style objects as well 188 00:08:40.066 --> 00:08:42.756 Because Quixel is so often used 189 00:08:42.756 --> 00:08:44.117 as a source for plants, trees, and rocks 190 00:08:44.117 --> 00:08:46.255 you might think it doesn't have much else 191 00:08:46.255 --> 00:08:48.856 But there are plain wooden boxes 192 00:08:48.856 --> 00:08:53.124 bombs, pillars, structures, marble pedestals 193 00:08:53.124 --> 00:08:54.525 leather gloves, these are all in Quixel 194 00:08:54.525 --> 00:08:56.251 And there are many food assets as well 195 00:08:56.251 --> 00:08:58.155 Objects that can be used for more modern settings 196 00:08:58.155 --> 00:08:59.817 are also in Quixel 197 00:08:59.817 --> 00:09:01.625 If you are not a Unreal user right now 198 00:09:01.625 --> 00:09:03.456 and you do not have it installed 199 00:09:03.456 --> 00:09:06.155 you can take a look by simply going to the homepage 200 00:09:06.155 --> 00:09:08.876 Go to quixel.com/megascans 201 00:09:08.876 --> 00:09:10.787 and you can see all the assets available 202 00:09:10.787 --> 00:09:14.360 Quixel has its headquarters in Sweden 203 00:09:14.360 --> 00:09:18.315 And as you might know, Epic Games owns Unreal 204 00:09:18.315 --> 00:09:20.864 You turn on the Epic Games launcher and start Unreal from there 205 00:09:20.864 --> 00:09:23.720 Like how Unreal Engines is owned by Epic Games, 206 00:09:23.720 --> 00:09:26.782 Epic Games has also bought Quixel 207 00:09:26.782 --> 00:09:28.786 So now, when you turn on Unreal and click on an icon 208 00:09:28.786 --> 00:09:33.234 you can access Quixel just like that 209 00:09:33.234 --> 00:09:35.388 Now, the next page has objects from nature 210 00:09:35.388 --> 00:09:37.481 Beforehand I showed you more modern objects 211 00:09:37.481 --> 00:09:40.738 such as wooden boxes, on purpose 212 00:09:40.738 --> 00:09:43.775 What I am showing you on screen right now is 213 00:09:43.775 --> 00:09:46.032 very natural objects, they're rocks 214 00:09:46.032 --> 00:09:47.831 But they are not just rocks 215 00:09:47.831 --> 00:09:50.549 These are very difficult to create by modeling 216 00:09:50.549 --> 00:09:54.133 Characters you can create more easily 217 00:09:54.133 --> 00:09:56.898 But the rocks are actually harder to make 218 00:09:56.898 --> 00:09:59.642 Many of the assets like these are made from scanning 219 00:09:59.642 --> 00:10:02.397 And more importantly, these mossy rocks 220 00:10:02.397 --> 00:10:03.658 are basically impossible to model 221 00:10:03.658 --> 00:10:06.613 Quixel has so many of those assets 222 00:10:06.613 --> 00:10:08.570 And this is how I use assets from Quixel 223 00:10:08.570 --> 00:10:10.811 I flatten one of those mossy rocks a bit 224 00:10:10.811 --> 00:10:12.631 And enlarge them to a huge scale 225 00:10:12.631 --> 00:10:15.826 To be as tall as a 10-story building, compared to the characters 226 00:10:15.826 --> 00:10:17.820 If you make them that large 227 00:10:17.820 --> 00:10:20.475 they look like mountains or cliffs 228 00:10:20.475 --> 00:10:23.065 Of course you can use them as they are, but natural assets like those 229 00:10:23.065 --> 00:10:25.934 One of the greatest advantages of Quixel is that 230 00:10:25.934 --> 00:10:28.377 it is so high resolution 231 00:10:28.377 --> 00:10:31.899 When you download assets, there is an option to change the resolution 232 00:10:31.899 --> 00:10:35.077 from low to high, or even 2K or 4K 233 00:10:35.077 --> 00:10:39.414 such that even if you enlarge a rock to the size of a building 234 00:10:39.414 --> 00:10:41.064 it won't end up looking all murky, and you can use them as cliffs 235 00:10:41.064 --> 00:10:44.879 That is how high quality the assets are 236 00:10:44.879 --> 00:10:47.694 So when you are downloading 237 00:10:47.694 --> 00:10:49.271 if the asset is just going to be a rock on the ground 238 00:10:49.271 --> 00:10:51.557 you can download it as low resolution 239 00:10:51.557 --> 00:10:53.985 If you want to enlarge it 240 00:10:53.985 --> 00:10:56.850 and use it as a structure 241 00:10:56.850 --> 00:10:58.239 like a mountain or cliff 242 00:10:58.239 --> 00:11:02.059 then it would be a good idea to download in higher resolution 243 00:11:02.059 --> 00:11:04.544 because that way the rock will have all the details like the moss growing on it 244 00:11:04.544 --> 00:11:06.645 Obviously, when you get an asset from Quixel 245 00:11:06.645 --> 00:11:07.875 it has all the Materials as well 246 00:11:07.875 --> 00:11:10.737 All the information about its color and texture 247 00:11:10.737 --> 00:11:13.351 Because these are high quality assets 248 00:11:13.351 --> 00:11:15.229 If you take a look at the structure graph 249 00:11:15.229 --> 00:11:17.335 it looks very complex 250 00:11:17.335 --> 00:11:20.168 You can often see tens of nodes connected 251 00:11:20.168 --> 00:11:21.915 in the graphs 252 00:11:21.915 --> 00:11:24.072 Now, I told you the library has thousands of 253 00:11:24.072 --> 00:11:26.011 high-quality Textures, Materials, and 3D objects, including food 254 00:11:26.011 --> 00:11:29.272 all shot and scanned from the environment by people 255 00:11:29.272 --> 00:11:31.385 You can see how the food looks like 256 00:11:31.385 --> 00:11:32.536 just by going to the website 257 00:11:32.536 --> 00:11:34.324 without importing the assets 258 00:11:34.324 --> 00:11:37.896 And if you go to the Food category and look at the assets 259 00:11:37.896 --> 00:11:40.073 they look so high quality 260 00:11:40.073 --> 00:11:41.354 that you can really feel at a glance 261 00:11:41.354 --> 00:11:44.223 that they were 3D scanned 262 00:11:44.223 --> 00:11:46.139 The objects in this library reflect 263 00:11:46.139 --> 00:11:49.300 the environments and materials around us in the real world 264 00:11:49.300 --> 00:11:51.629 And using them we can render more realistic 265 00:11:51.629 --> 00:11:55.941 and immersive 3D environments 266 00:11:55.941 --> 00:11:58.302 For example, when creating a background for a game 267 00:11:58.302 --> 00:12:01.354 A lot of adventure games 268 00:12:01.354 --> 00:12:03.262 have ancient ruins as a background 269 00:12:03.262 --> 00:12:04.557 For example, Tomb Raider 270 00:12:04.557 --> 00:12:06.517 So there are a lot of adventure games like that 271 00:12:06.517 --> 00:12:07.748 Environments like ancient ruins 272 00:12:07.748 --> 00:12:10.738 will vary greatly in their immersiveness 273 00:12:10.738 --> 00:12:13.281 depending on how realistic they are 274 00:12:13.281 --> 00:12:15.205 But if you put a few assets from Quixel there 275 00:12:15.205 --> 00:12:17.983 you can make it really feel like it's hundreds of years old 276 00:12:17.983 --> 00:12:20.486 And you can modify the asset to 277 00:12:20.486 --> 00:12:22.219 make it look more mossy 278 00:12:22.219 --> 00:12:23.961 or put some mold on it 279 00:12:23.961 --> 00:12:27.072 It's easy to make those kinds of changes as well 280 00:12:27.072 --> 00:12:30.152 When creating ruins or natural spaces 281 00:12:30.152 --> 00:12:34.028 of course there is the marketplace 282 00:12:34.028 --> 00:12:37.554 but to that type of work Megascans is nowadays truly essential 283 00:12:37.554 --> 00:12:39.704 So, as soon as you turn on Quixel 284 00:12:39.704 --> 00:12:43.217 The interface will pop up like this 285 00:12:43.217 --> 00:12:46.340 Because people usually work with two monitors 286 00:12:46.340 --> 00:12:49.036 some people keep the interface on one monitor 287 00:12:49.036 --> 00:12:52.334 And work while browsing all the categories 288 00:12:52.334 --> 00:12:55.747 Or you can bring it up and take a look 289 00:12:55.747 --> 00:12:57.962 then go back to working on Unreal 290 00:12:57.962 --> 00:12:59.192 and take a look at Quixel again 291 00:12:59.192 --> 00:13:02.085 Some people prefer to work that way 292 00:13:02.085 --> 00:13:04.717 These are the major categories 293 00:13:04.717 --> 00:13:07.936 First there is Home, then Collections, then MetaHumans 294 00:13:07.936 --> 00:13:11.351 MetaHumans we will take a look at later 295 00:13:11.351 --> 00:13:13.750 Then Favorites, which is the assets you Favorited 296 00:13:13.750 --> 00:13:17.184 Local is what you have downloaded right now 297 00:13:17.184 --> 00:13:20.148 So the Home has five categories 298 00:13:20.148 --> 00:13:21.983 Let's take a look at them 299 00:13:21.983 --> 00:13:23.464 The ones you will use often 300 00:13:23.464 --> 00:13:25.946 Those four categories 301 00:13:25.946 --> 00:13:27.693 are the ones you should pay close attention to 302 00:13:27.693 --> 00:13:29.379 The first is 3D Assets 303 00:13:29.379 --> 00:13:32.272 There are a large variety of things here 304 00:13:32.272 --> 00:13:35.486 There are desks, walls, 305 00:13:35.486 --> 00:13:38.487 so many assets that 306 00:13:38.487 --> 00:13:40.594 you could never scroll all the way to the bottom 307 00:13:40.594 --> 00:13:42.632 The difference between the assets here 308 00:13:42.632 --> 00:13:44.398 and the ones you get on the marketplace 309 00:13:44.398 --> 00:13:47.145 is that the ones here are more suited for modern settings 310 00:13:47.145 --> 00:13:48.449 But video games nowadays 311 00:13:48.449 --> 00:13:50.643 are mostly made to look realistic 312 00:13:50.643 --> 00:13:53.408 so if you need realistic assets for a modern setting 313 00:13:53.408 --> 00:13:55.400 you will find everything you need here 314 00:13:55.400 --> 00:13:58.235 In contrast, the marketplace has a more cartoonish feeling 315 00:13:58.235 --> 00:14:00.823 I would say the assets are more 'game-like' 316 00:14:00.823 --> 00:14:03.404 And there are graphic assets in various styles 317 00:14:03.404 --> 00:14:05.946 But Quixel has the realistic assets 318 00:14:05.946 --> 00:14:08.707 You should remember that difference 319 00:14:08.707 --> 00:14:13.798 And 3D Plants has things like wildflowers, flowers, bushes 320 00:14:13.798 --> 00:14:19.083 rotten tree roots, logs, 321 00:14:19.083 --> 00:14:22.785 All of the plants that you can think of 322 00:14:22.785 --> 00:14:25.326 are here in this category 323 00:14:25.326 --> 00:14:27.533 And so what is so nice about the 3D Plants category 324 00:14:27.533 --> 00:14:29.656 is that for example, if you look at a set of flowers 325 00:14:29.656 --> 00:14:31.821 there would not be just a single nice flower 326 00:14:31.821 --> 00:14:33.942 there would be a set of pretty flowers 327 00:14:33.942 --> 00:14:35.810 and another would have ones with more leaves, another would have less 328 00:14:35.810 --> 00:14:38.050 Ones with multiple blossoms, ones with one blossom 329 00:14:38.050 --> 00:14:40.785 There are so many options 330 00:14:40.785 --> 00:14:42.561 that you can just use multiple sets 331 00:14:42.561 --> 00:14:44.859 and you will get a real-looking garden or flowerbed 332 00:14:44.859 --> 00:14:47.371 that you would see in real life 333 00:14:47.371 --> 00:14:49.706 You don't get a single asset 334 00:14:49.706 --> 00:14:51.792 you get a set of assets 335 00:14:51.792 --> 00:14:53.869 that are similar and go together 336 00:14:53.869 --> 00:14:56.495 That is the prime feature of 3D Plants 337 00:14:56.495 --> 00:14:57.884 And next is Surfaces 338 00:14:57.884 --> 00:14:59.865 This category is about Materials 339 00:14:59.865 --> 00:15:02.186 There are metal Textures, or soil Textures 340 00:15:02.186 --> 00:15:05.684 Sand Textures, a large variety of them 341 00:15:05.684 --> 00:15:07.732 The one that I personally used the most 342 00:15:07.732 --> 00:15:10.158 Creating terrain itself is very simple 343 00:15:10.158 --> 00:15:12.377 You go into Landscape mode in Unreal 344 00:15:12.377 --> 00:15:14.028 and just use some brushes, then 345 00:15:14.028 --> 00:15:16.349 you get a terrain with a natural curve shape 346 00:15:16.349 --> 00:15:19.726 One of the surfaces here is 347 00:15:19.726 --> 00:15:22.206 a Texture that looks like the beach on Boracay island 348 00:15:22.206 --> 00:15:24.669 It's a sandy floor with footprints in it 349 00:15:24.669 --> 00:15:26.312 so it looks like tourists passed by and stepped on it 350 00:15:26.312 --> 00:15:29.224 And if you just apply that texture 351 00:15:29.224 --> 00:15:32.544 to a piece of normal, flat land 352 00:15:32.544 --> 00:15:34.528 in a flash it turns into a realistic 353 00:15:34.528 --> 00:15:36.814 Southeast-Asian beach 354 00:15:36.814 --> 00:15:38.825 And because it becomes a Normal Map 355 00:15:38.825 --> 00:15:41.235 depending on where the lighting is place 356 00:15:41.235 --> 00:15:44.115 all of the shading on the ground changes 357 00:15:44.115 --> 00:15:45.703 So there are high quality surface Materials 358 00:15:45.703 --> 00:15:48.915 in Megascans as well 359 00:15:48.915 --> 00:15:50.835 Next, Decals are a kind of 360 00:15:50.835 --> 00:15:53.230 very fun concept in Unreal 361 00:15:53.230 --> 00:15:55.307 Say that you've finished setting up a building 362 00:15:55.307 --> 00:15:58.855 but you want to make just a part of it look rusty 363 00:15:58.855 --> 00:16:01.263 you just have to spray on there 364 00:16:01.263 --> 00:16:03.729 a paint with a rusty feeling 365 00:16:03.729 --> 00:16:06.274 That is kind of how Decals works 366 00:16:06.274 --> 00:16:09.957 So Decals is a very unique concept 367 00:16:09.957 --> 00:16:12.633 You could call it a projector 368 00:16:12.633 --> 00:16:16.052 that you point on a specific area 369 00:16:16.052 --> 00:16:17.594 So if you want some smears of blood 370 00:16:17.594 --> 00:16:19.295 over this area, and nowhere else 371 00:16:19.295 --> 00:16:21.101 If you search for 'blood' in the Decals category 372 00:16:21.101 --> 00:16:23.599 there are a variety of blood decals 373 00:16:23.599 --> 00:16:25.730 Most of them are for games 374 00:16:25.730 --> 00:16:27.733 where there is combat or shooting 375 00:16:27.733 --> 00:16:29.939 If you're developing something like that 376 00:16:29.939 --> 00:16:31.740 you don't have to get expensive assets 377 00:16:31.740 --> 00:16:33.995 Just search 'blood' in Decals in Quixel 378 00:16:33.995 --> 00:16:36.823 and find the kind of asset you are looking for 379 00:16:36.823 --> 00:16:39.392 then just put it on the wall or floor in the right angle 380 00:16:39.392 --> 00:16:41.833 and the effects will appear there 381 00:16:41.833 --> 00:16:43.503 as if the frames are synced 382 00:16:43.503 --> 00:16:45.608 So Decals is also a very smooth system 383 00:16:45.608 --> 00:16:47.442 that is convenient to use 384 00:16:47.442 --> 00:16:49.183 And next, MetaHumans 385 00:16:49.183 --> 00:16:52.981 is something Unreal put a lot of effort into promoting 386 00:16:52.981 --> 00:16:54.768 when digital humans, or digital celebrities 387 00:16:54.768 --> 00:16:55.780 were making headlines 388 00:16:55.780 --> 00:16:57.451 they had tried to push it a lot 389 00:16:57.451 --> 00:16:59.544 You may have misunderstood MetaHumans 390 00:16:59.544 --> 00:17:01.482 as something Unreal made themselves 391 00:17:01.482 --> 00:17:04.274 but before importing MetaHumans itself 392 00:17:04.274 --> 00:17:07.091 you have to work on it on Quixel, so on the web 393 00:17:07.091 --> 00:17:10.126 Managing MetaHumans you have made before 394 00:17:10.126 --> 00:17:11.716 is also done all through Quixel 395 00:17:11.716 --> 00:17:13.996 So Quixel has the MetaHumans menu 396 00:17:13.996 --> 00:17:16.852 and it isn't exactly true that Unreal has MetaHumans 397 00:17:16.852 --> 00:17:19.298 It is a system that you access through Quixel 398 00:17:19.298 --> 00:17:22.875 and you can also use it in Unreal 399 00:17:22.875 --> 00:17:25.509 You can just modify one of the presets 400 00:17:25.509 --> 00:17:27.862 or you can make one yourself 401 00:17:27.862 --> 00:17:30.770 So then, what is the most important thing when working on MetaHumans? 402 00:17:30.770 --> 00:17:33.120 Because it is a very high-quality asset 403 00:17:33.120 --> 00:17:34.766 Before you import, there should be no problem 404 00:17:34.766 --> 00:17:37.217 But while you are importing a MetaHuman 405 00:17:37.217 --> 00:17:39.638 you should be on a very fast internet connection 406 00:17:39.638 --> 00:17:42.081 You should keep that in mind 407 00:17:42.081 --> 00:17:43.583 Some assets take over 10 minutes 408 00:17:43.583 --> 00:17:45.311 just to download 409 00:17:45.311 --> 00:17:46.622 Now let's take a closer look at the Quixel website 410 00:17:46.622 --> 00:17:49.065 On the left is the list I explained earlier 411 00:17:49.065 --> 00:17:50.482 On this screen right now 412 00:17:50.482 --> 00:17:52.691 I have selected a specific asset 413 00:17:52.691 --> 00:17:54.785 Below that one you can see 414 00:17:54.785 --> 00:17:56.655 bundles of 2~3 assets 415 00:17:56.655 --> 00:17:58.695 and the one I have selected right now 416 00:17:58.695 --> 00:18:01.484 is a bundle of 7~8 assets 417 00:18:01.484 --> 00:18:03.408 They are all similar-looking shrubs 418 00:18:03.408 --> 00:18:06.297 that look kind of like vines that might grow on the ground 419 00:18:06.297 --> 00:18:08.030 They are all slightly different 420 00:18:08.030 --> 00:18:10.380 and they make up a set of assets 421 00:18:10.380 --> 00:18:12.466 So this is how you view the assets 422 00:18:12.466 --> 00:18:14.827 You don't have to download them to take a look 423 00:18:14.827 --> 00:18:16.365 becuase there is a large preview screen on the right 424 00:18:16.365 --> 00:18:19.539 so that you can get a feeling of how it looks 425 00:18:19.539 --> 00:18:23.045 And below the preview screen 426 00:18:23.045 --> 00:18:25.495 is a small box that says "Low Quality" 427 00:18:25.495 --> 00:18:27.206 and next to it is a light green button 428 00:18:27.206 --> 00:18:29.010 that says "Download" 429 00:18:29.010 --> 00:18:32.454 So here are the buttons 430 00:18:32.454 --> 00:18:34.237 If you click on the box that says "Low Quality" 431 00:18:34.237 --> 00:18:35.552 there are a lot of options 432 00:18:35.552 --> 00:18:38.123 There's high quality 433 00:18:38.123 --> 00:18:40.327 and the options you get do vary by the type of asset 434 00:18:40.327 --> 00:18:43.478 Some don't have medium quality 435 00:18:43.478 --> 00:18:44.538 and just go straight to high quality 436 00:18:44.538 --> 00:18:46.937 Some assets have 2K and 4K, some don't 437 00:18:46.937 --> 00:18:49.846 They are all different, but what's important is 438 00:18:49.846 --> 00:18:51.915 that if you are going to use the asset in a small size 439 00:18:51.915 --> 00:18:55.195 then Low Quality - which is actually not even that low quality 440 00:18:55.195 --> 00:18:58.218 because assets in Quixel Bridge are so high resolution 441 00:18:58.218 --> 00:19:00.648 even in Low Quality - should be enough 442 00:19:00.648 --> 00:19:03.121 But if you are going to enlarge this asset 443 00:19:03.121 --> 00:19:05.853 then you should probably download the High Quality version 444 00:19:05.853 --> 00:19:07.828 You'll know if you try downloading in Low Quality 445 00:19:07.828 --> 00:19:10.580 that this is high quality enough 446 00:19:10.580 --> 00:19:12.674 because a lot of the assets are 3D scanned 447 00:19:12.674 --> 00:19:14.719 And when the download is finished 448 00:19:14.719 --> 00:19:17.082 the light green circle will look like this 449 00:19:17.082 --> 00:19:19.354 And then the Add button can be clicked 450 00:19:19.354 --> 00:19:20.811 If you click on the Add button 451 00:19:20.811 --> 00:19:24.030 Into the folder of the Unreal project 452 00:19:24.030 --> 00:19:25.843 that you right-clicked and opened Quixel in 453 00:19:25.843 --> 00:19:28.484 the asset will be imported 454 00:19:28.484 --> 00:19:31.073 But anyway, the Quixel assets are high-quality 455 00:19:31.073 --> 00:19:33.382 So are the ones 456 00:19:33.382 --> 00:19:34.607 that you can find on the marketplace 457 00:19:34.607 --> 00:19:38.151 some have a file size of 10GB or many times more than that 458 00:19:38.151 --> 00:19:40.921 but because the assets here are just as high quality 459 00:19:40.921 --> 00:19:43.472 you need a pretty fast internet connection to download 460 00:19:43.472 --> 00:19:45.410 I need to remind you again about that 461 00:19:45.410 --> 00:19:46.849 So, you click Add 462 00:19:46.849 --> 00:19:49.629 And when you do, even if you didn't 463 00:19:49.629 --> 00:19:50.818 make a separate Megascans folder 464 00:19:50.818 --> 00:19:52.877 If you import after clicking Add 465 00:19:52.877 --> 00:19:55.329 a Megascans folder will be created automatically 466 00:19:55.329 --> 00:19:57.644 And it will also organize the assets for you 467 00:19:57.644 --> 00:20:00.194 according to their categories 468 00:20:00.194 --> 00:20:03.609 So a 3D Plants folder automatically forms 469 00:20:03.609 --> 00:20:06.185 and inside it will be a file 470 00:20:06.185 --> 00:20:09.661 with the name of the file you added and imported 471 00:20:09.661 --> 00:20:11.281 So if you open this folder 472 00:20:11.281 --> 00:20:13.507 all of the assets will show up in a list 473 00:20:13.507 --> 00:20:15.453 Whatever it is you imported, even MetaHumans, 474 00:20:15.453 --> 00:20:17.759 All of the assets you got from Quixel 475 00:20:17.759 --> 00:20:19.176 will stack automatically 476 00:20:19.176 --> 00:20:21.074 by category in the Megascans folder 477 00:20:21.074 --> 00:20:23.480 That will be helpful to remember 478 00:20:23.480 --> 00:20:26.441 And you don't usually have just one project on your computer 479 00:20:26.441 --> 00:20:28.517 Usually you would have multiple projects at once 480 00:20:28.517 --> 00:20:29.793 and there would be Megascans files 481 00:20:29.793 --> 00:20:32.224 that you used in a specific project 482 00:20:32.224 --> 00:20:34.743 but then your internet went down while you were working on a new project 483 00:20:34.743 --> 00:20:38.118 In that case, all of the Megascans files that you used in other projects 484 00:20:38.118 --> 00:20:40.688 still all exist as files 485 00:20:40.688 --> 00:20:42.852 so you can copy the entire folder 486 00:20:42.852 --> 00:20:44.853 and import it any time 487 00:20:44.853 --> 00:20:46.556 This is a very important concept 488 00:20:46.556 --> 00:20:48.867 Especially assets that you got from the web 489 00:20:48.867 --> 00:20:51.411 that took a long time to download 490 00:20:51.411 --> 00:20:53.948 if you already have them in another project's folder 491 00:20:53.948 --> 00:20:57.410 then obviously just copying files from there 492 00:20:57.410 --> 00:20:59.624 would save a lot of hassle 493 00:20:59.624 --> 00:21:03.083 But because Unreal is kind of finicky 494 00:21:03.083 --> 00:21:05.903 When bringing files from another folder 495 00:21:05.903 --> 00:21:09.754 you should just turn off Unreal and in your computer 496 00:21:09.754 --> 00:21:12.215 copy the files from 497 00:21:12.215 --> 00:21:14.541 the project folder 498 00:21:14.541 --> 00:21:16.005 Because if you move the assets from folder to folder 499 00:21:16.005 --> 00:21:17.778 while Unreal is still on 500 00:21:17.778 --> 00:21:20.400 sometimes an import error might occur 501 00:21:20.400 --> 00:21:22.287 So please keep that in mind 502 00:21:22.287 --> 00:21:25.272 So now, the moment you click Add 503 00:21:25.272 --> 00:21:28.055 all of the assets in Quixel Bridge 504 00:21:28.055 --> 00:21:30.668 will be brought to Unreal 505 00:21:30.668 --> 00:21:32.835 Also keep in mind 506 00:21:32.835 --> 00:21:34.550 that this will take some time 507 00:21:34.550 --> 00:21:36.385 Like I said earlier, 508 00:21:36.385 --> 00:21:38.370 some larger files will be 10GB or bigger 509 00:21:38.370 --> 00:21:41.654 So you have to check if there is space your hard drive first 510 00:21:41.654 --> 00:21:44.400 Unless if you set it up to do otherwise 511 00:21:44.400 --> 00:21:45.773 these Unreal projects will build up files 512 00:21:45.773 --> 00:21:48.676 in the Unreal project folders in your documents 513 00:21:48.676 --> 00:21:49.840 In my case 514 00:21:49.840 --> 00:21:51.524 I usually have a separate, large hard drive 515 00:21:51.524 --> 00:21:54.230 and form my projects in there 516 00:21:54.230 --> 00:21:55.843 and the assets for those projects 517 00:21:55.843 --> 00:21:58.520 will also be saved in the drive 518 00:21:58.520 --> 00:22:00.564 And as well as checking 519 00:22:00.564 --> 00:22:01.819 for space in your hard drive 520 00:22:01.819 --> 00:22:03.343 your computer itself 521 00:22:03.343 --> 00:22:06.395 if you are using Unreal, 522 00:22:06.395 --> 00:22:08.239 you should make sure your computer 523 00:22:08.239 --> 00:22:10.280 also has a bit more free space 524 00:22:10.280 --> 00:22:12.391 before you start working 525 00:22:12.391 --> 00:22:15.389 You can see that there are neatly organized folders on the left 526 00:22:15.389 --> 00:22:17.202 And if I open one of the lower ones 527 00:22:17.202 --> 00:22:18.845 Beforehand, on Quixel Bridge 528 00:22:18.845 --> 00:22:21.171 you could only see the single large preview 529 00:22:21.171 --> 00:22:24.233 But after importing onto Unreal 530 00:22:24.233 --> 00:22:27.865 you can see the individual assets like so 531 00:22:27.865 --> 00:22:30.476 those round-shaped assets are Materials 532 00:22:30.476 --> 00:22:32.552 Of course, Materials also will be made of 533 00:22:32.552 --> 00:22:35.025 jpg type assets 534 00:22:35.025 --> 00:22:37.075 So down here are the asset files 535 00:22:37.075 --> 00:22:38.683 and Texture files 536 00:22:38.683 --> 00:22:40.730 and you can click on individual ones 537 00:22:40.730 --> 00:22:42.661 drag them onto the scene 538 00:22:42.661 --> 00:22:45.969 and use them immediately 539 00:22:45.969 --> 00:22:48.632 So if you don't need any bushes 540 00:22:48.632 --> 00:22:51.594 or grass fields, or forests 541 00:22:51.594 --> 00:22:53.591 and you just want to take a bit of grass 542 00:22:53.591 --> 00:22:55.639 to use them as interior decorations 543 00:22:55.639 --> 00:22:57.621 Just click and drag them 544 00:22:57.621 --> 00:22:59.336 into the scene 545 00:22:59.336 --> 00:23:00.526 Because they are assets 546 00:23:00.526 --> 00:23:03.332 of course you can also Ctrl D to copy them into the scene as well 547 00:23:03.332 --> 00:23:04.655 But what is important here 548 00:23:04.655 --> 00:23:08.045 is when we talk about default size in Unreal 549 00:23:08.045 --> 00:23:11.026 If you take out the preset cube object 550 00:23:11.026 --> 00:23:13.406 and a preset player character 551 00:23:13.406 --> 00:23:15.011 and compare the assets with those 552 00:23:15.011 --> 00:23:17.159 assets imported from Quixel 553 00:23:17.159 --> 00:23:18.739 Are really smaller compared to the presets 554 00:23:18.739 --> 00:23:20.241 Some are so small 555 00:23:20.241 --> 00:23:22.598 that when you drag them right onto the scene 556 00:23:22.598 --> 00:23:23.973 you just can't see them 557 00:23:23.973 --> 00:23:25.888 If you zoom in by clicking F 558 00:23:25.888 --> 00:23:27.301 you'll notice that it was imported successfully 559 00:23:27.301 --> 00:23:29.053 but it's just very small 560 00:23:29.053 --> 00:23:30.620 You can adjust their size 561 00:23:30.620 --> 00:23:32.705 with the W, E, and R keys 562 00:23:32.705 --> 00:23:35.074 and rotate them as well 563 00:23:35.074 --> 00:23:37.627 so you should resize them 564 00:23:37.627 --> 00:23:39.562 so that you can see the assets 565 00:23:39.562 --> 00:23:42.750 and then start working on them 566 00:23:42.750 --> 00:23:44.524 Some of the assets 567 00:23:44.524 --> 00:23:47.631 are tufts of grass that are great for copying hundreds of 568 00:23:47.631 --> 00:23:49.513 to make grass fields 569 00:23:49.513 --> 00:23:51.592 and on the other hand, some look prettier 570 00:23:51.592 --> 00:23:53.616 so much so that 571 00:23:53.616 --> 00:23:55.618 you could enlarge it 572 00:23:55.618 --> 00:23:57.050 to the size of a person or bigger 573 00:23:57.050 --> 00:24:00.104 and use it like a tree 574 00:24:00.104 --> 00:24:01.986 So with even a single asset 575 00:24:01.986 --> 00:24:04.265 you can rotate it around and adjust the size 576 00:24:04.265 --> 00:24:06.426 to use it in various places 577 00:24:06.426 --> 00:24:09.371 so you should look for different ways to use a single asset 578 00:24:09.371 --> 00:24:11.593 I will also give an explanation on foliage next 579 00:24:11.593 --> 00:24:13.712 but on the screen are the assets 580 00:24:13.712 --> 00:24:15.551 then the associated Textures 581 00:24:15.551 --> 00:24:17.137 above them are the Materials 582 00:24:17.137 --> 00:24:20.198 and on the top left, you can see a folder 583 00:24:20.198 --> 00:24:22.568 called Foliage 584 00:24:22.568 --> 00:24:24.185 So what is Foliage? 585 00:24:24.185 --> 00:24:26.292 You *can* put down plants one by one 586 00:24:26.292 --> 00:24:29.164 put some grass down here 587 00:24:29.164 --> 00:24:32.435 copy it and enlarge it to use as a tree 588 00:24:32.435 --> 00:24:34.154 of course you can do that, but 589 00:24:34.154 --> 00:24:37.016 when working on outdoors terrain 590 00:24:37.016 --> 00:24:39.440 usually in an adventure game 591 00:24:39.440 --> 00:24:42.467 fields, forests, part of a mountain, ravines 592 00:24:42.467 --> 00:24:45.101 You don't have enough time 593 00:24:45.101 --> 00:24:47.971 to plant each blade of grass yourself, right? 594 00:24:47.971 --> 00:24:50.599 In that situation, it would be better 595 00:24:50.599 --> 00:24:53.224 if you could just drag the mouse where you want the plants 596 00:24:53.224 --> 00:24:55.482 and they would be just planted automatically in the tens or hundreds 597 00:24:55.482 --> 00:24:56.959 But they can't be copies of just one asset 598 00:24:56.959 --> 00:25:00.924 All natural objects are formed randomly, that's how they are in real life 599 00:25:00.924 --> 00:25:02.528 So if you see a pattern in the grass 600 00:25:02.528 --> 00:25:05.692 you would then recognize it as man-made 601 00:25:05.692 --> 00:25:07.420 So when using Foliage 602 00:25:07.420 --> 00:25:09.930 you can of course use a single grass asset 603 00:25:09.930 --> 00:25:11.185 but depending on the situation 604 00:25:11.185 --> 00:25:13.480 you could also use a set of them 605 00:25:13.480 --> 00:25:15.975 For example, choosing asset number 1, 5, and 8 from a set 606 00:25:15.975 --> 00:25:18.383 put them in a brush, then click & drag 607 00:25:18.383 --> 00:25:20.572 And they will be planted in a random fashion 608 00:25:20.572 --> 00:25:22.463 And you can adjust the size as well 609 00:25:22.463 --> 00:25:24.517 You can make the size uniform 610 00:25:24.517 --> 00:25:26.581 or set it so that 611 00:25:26.581 --> 00:25:29.934 there would be a little variance in their sizes 612 00:25:29.934 --> 00:25:31.946 This kind of feature 613 00:25:31.946 --> 00:25:34.720 is why we use this game engine 614 00:25:34.720 --> 00:25:38.559 Because it's such a powerful feature 615 00:25:38.559 --> 00:25:40.583 And you don't even have to use the assets 616 00:25:40.583 --> 00:25:43.650 you can use the Textures or Materials that come with them 617 00:25:43.650 --> 00:25:46.352 as if they are assets 618 00:25:46.352 --> 00:25:48.813 Because high-quality assets 619 00:25:48.813 --> 00:25:51.918 have to be made with high-quality Materials and Textures 620 00:25:51.918 --> 00:25:55.708 those themselves can be used as assets 621 00:25:55.708 --> 00:25:57.218 So, Foliage 622 00:25:57.218 --> 00:25:59.671 one of Unreal Engine's most powerful features 623 00:25:59.671 --> 00:26:01.690 I just gave you a short introduction of it 624 00:26:01.690 --> 00:26:03.169 What I am showing you right now 625 00:26:03.169 --> 00:26:05.875 is inside the Foliage folder 626 00:26:05.875 --> 00:26:08.775 It looks about the same, but it's a bit different 627 00:26:08.775 --> 00:26:11.642 What it does is 628 00:26:11.642 --> 00:26:13.553 when using Foliage 629 00:26:13.553 --> 00:26:16.433 you are telling it to use 630 00:26:16.433 --> 00:26:19.020 which grass assets 631 00:26:19.020 --> 00:26:21.966 so you have to put the ones you want in sort of a drawer 632 00:26:21.966 --> 00:26:24.267 And here are the assets 633 00:26:24.267 --> 00:26:27.421 you can use for Foliage 634 00:26:27.421 --> 00:26:30.295 So Foliage assets are put in a separate folder 635 00:26:30.295 --> 00:26:33.269 Of course, you can use assets other than the ones in there 636 00:26:33.269 --> 00:26:36.386 but when you download from Quixel 637 00:26:36.386 --> 00:26:38.454 it will organize Foliage assets neatly into a folder 638 00:26:38.454 --> 00:26:40.386 so you can access them with a single click 639 00:26:40.386 --> 00:26:42.161 There are many other assets as well 640 00:26:42.161 --> 00:26:45.774 And you don't have to exclusively use plants 641 00:26:45.774 --> 00:26:48.860 The computer or Unreal doesn't know how to tell if something is a plant 642 00:26:48.860 --> 00:26:50.675 From Unreal's perspective, they're all just objects 643 00:26:50.675 --> 00:26:53.321 So you could set Foliage to use something like coins 644 00:26:53.321 --> 00:26:55.893 and in the corner of an island setting 645 00:26:55.893 --> 00:26:57.488 put a treasure chest 646 00:26:57.488 --> 00:26:59.168 and sprinkle some coins around it 647 00:26:59.168 --> 00:27:01.296 by using Foliage 648 00:27:01.296 --> 00:27:03.443 Just take two or three nice coin assets 649 00:27:03.443 --> 00:27:05.714 and use Foliage to spread them on the floor 650 00:27:05.714 --> 00:27:08.319 and in an instant 651 00:27:08.319 --> 00:27:09.666 you would have a mountain of coins 652 00:27:09.666 --> 00:27:12.948 Keep these kinds of tips in mind 653 00:27:12.948 --> 00:27:14.472 and you will be able to create 654 00:27:14.472 --> 00:27:16.572 amazing spaces using Unity 655 00:27:16.572 --> 00:27:19.960 in a short time, even without a lot of learning 656 00:27:19.960 --> 00:27:21.572 So, this is a scene 657 00:27:21.572 --> 00:27:24.418 and I have put a plant asset on it 658 00:27:24.418 --> 00:27:26.478 and it's really big 659 00:27:26.478 --> 00:27:28.403 So the Gizmo 660 00:27:28.403 --> 00:27:30.316 the object here, which changes shape 661 00:27:30.316 --> 00:27:31.776 every time you press W, E, or R 662 00:27:31.776 --> 00:27:33.833 compared to the Gizmo 663 00:27:33.833 --> 00:27:37.081 you can see how enlarged that plant is 664 00:27:37.081 --> 00:27:40.340 If you look closely, plants like these 665 00:27:40.340 --> 00:27:44.174 are placed like an A4 piece of paper 666 00:27:44.174 --> 00:27:46.840 and each of the small leaves have barely any opacity 667 00:27:46.840 --> 00:27:48.842 You should think of it as 668 00:27:48.842 --> 00:27:50.914 using transparency 669 00:27:50.914 --> 00:27:53.292 Sometimes there are very detailed assets 670 00:27:53.292 --> 00:27:56.062 that have every single leaf modeled out 671 00:27:56.062 --> 00:27:59.926 But most of the more complicated and detailed plants 672 00:27:59.926 --> 00:28:02.265 use transparency mapping 673 00:28:02.265 --> 00:28:03.716 to make anywhere on the plant 674 00:28:03.716 --> 00:28:04.968 that isn't the main bulk of the leaf 675 00:28:04.968 --> 00:28:07.847 to automatically look transparent 676 00:28:07.847 --> 00:28:08.921 So right now I have one of the viewports 677 00:28:08.921 --> 00:28:10.885 really enlarged 678 00:28:10.885 --> 00:28:12.901 depending on how I set it up 679 00:28:12.901 --> 00:28:15.190 it could shake as if there were wind blowing 680 00:28:15.190 --> 00:28:16.694 or I could use it as foliage 681 00:28:16.694 --> 00:28:19.605 I could the same asset in Foliage 682 00:28:19.605 --> 00:28:21.419 then enlarge one of the assets 683 00:28:21.419 --> 00:28:22.970 adjust the size of the foliage 684 00:28:22.970 --> 00:28:25.538 and use some as trees 685 00:28:25.538 --> 00:28:27.306 But what is important 686 00:28:27.306 --> 00:28:29.439 is that if you use a low-quality asset 687 00:28:29.439 --> 00:28:31.683 and enlarge it too much 688 00:28:31.683 --> 00:28:34.331 It would not look very good 689 00:28:34.331 --> 00:28:36.670 But the assets on Quixel 690 00:28:36.670 --> 00:28:38.390 are so high-quality 691 00:28:38.390 --> 00:28:40.411 they obviously look nice as Foliage 692 00:28:40.411 --> 00:28:43.028 and you will no problem 693 00:28:43.028 --> 00:28:44.779 even if you enlarge them 694 00:28:44.779 --> 00:28:47.023 and use them as trees 695 00:28:47.023 --> 00:28:49.458 So remember that about Quixel 696 00:28:49.458 --> 00:28:51.348 And obviously, I have used Unreal for years 697 00:28:51.348 --> 00:28:54.190 but I couldn't possibly have used all of Quixel's assets 698 00:28:54.190 --> 00:28:56.409 since there are so many of them 699 00:28:56.409 --> 00:28:59.399 So try to leverage them your way 700 00:28:59.399 --> 00:29:01.403 Just by importing assets from Quixel 701 00:29:01.403 --> 00:29:02.977 and practicing setting them up 702 00:29:02.977 --> 00:29:05.967 will really level up your Unreal skills 703 00:29:05.967 --> 00:29:08.597 Usually their default sizes are tiny 704 00:29:08.597 --> 00:29:09.699 And if you can't see them 705 00:29:09.699 --> 00:29:12.086 you can adjust their size 706 00:29:12.086 --> 00:29:13.933 And I am telling you 707 00:29:13.933 --> 00:29:15.255 they are surprisingly small 708 00:29:15.255 --> 00:29:17.945 especially flowers or grass 709 00:29:17.945 --> 00:29:20.459 Most of the interior-related assets 710 00:29:20.459 --> 00:29:23.972 like statues or walls are not that tiny 711 00:29:23.972 --> 00:29:26.148 So some assets will be hard to see on the screen 712 00:29:26.148 --> 00:29:28.725 when you first put them on the scene 713 00:29:28.725 --> 00:29:31.382 if you want to check if the asset was actually deployed 714 00:29:31.382 --> 00:29:34.076 there is a list of imports on the right of the Unreal interface 715 00:29:34.076 --> 00:29:37.203 If the asset is there, it was imported, it's just to small to see 716 00:29:37.203 --> 00:29:39.247 Then you just have to press F 717 00:29:39.247 --> 00:29:41.873 it's a shortcut to zoom in onto the selected object 718 00:29:41.873 --> 00:29:44.157 so that it fills up the entire screen 719 00:29:44.157 --> 00:29:46.440 Then it will be easier 720 00:29:46.440 --> 00:29:48.437 to adjust the size 721 00:29:48.437 --> 00:29:50.219 that was my tip for size adjustment 722 00:29:51.093 --> 00:29:53.693 Optimization through LOD and Material Parameters 723 00:29:54.193 --> 00:29:55.361 Next we will take a look 724 00:29:55.361 --> 00:29:57.830 at LOD settings 725 00:29:57.830 --> 00:30:00.235 Now, LOD is 726 00:30:00.235 --> 00:30:01.420 as I told you at the start of the lesson 727 00:30:01.420 --> 00:30:03.057 an acronym for Level of Detail 728 00:30:03.057 --> 00:30:04.889 When an asset 729 00:30:04.889 --> 00:30:06.149 is close in front of the camera 730 00:30:06.149 --> 00:30:08.139 it will automatically look extra high quality 731 00:30:08.139 --> 00:30:10.039 when it is far away from the camera 732 00:30:10.039 --> 00:30:12.640 it will be low polygon, low quality 733 00:30:12.640 --> 00:30:14.320 LOD automatically does that 734 00:30:14.320 --> 00:30:15.750 Why is this necessary? 735 00:30:15.750 --> 00:30:17.714 Strictly speaking, it's not required 736 00:30:17.714 --> 00:30:19.422 but it's for optimization 737 00:30:19.422 --> 00:30:22.624 So as you are playing a game, you move around a lot 738 00:30:22.624 --> 00:30:25.136 A monster that looks very complicated 739 00:30:25.136 --> 00:30:26.960 will be in front of you as you fight it 740 00:30:26.960 --> 00:30:28.420 but when it's coming toward you from far away 741 00:30:28.420 --> 00:30:29.799 it looks very small 742 00:30:29.799 --> 00:30:32.361 If the computer has keep doing the calculations for a high-quality model 743 00:30:32.361 --> 00:30:33.998 that's a lot of wasted operating power 744 00:30:33.998 --> 00:30:36.455 Instead, if you could tell the computer 745 00:30:36.455 --> 00:30:38.644 to automatically change far away objects 746 00:30:38.644 --> 00:30:40.472 to have lower polygons 747 00:30:40.472 --> 00:30:43.797 it would be able to compute faster 748 00:30:43.797 --> 00:30:47.688 So this feature is also used for animation as well 749 00:30:47.688 --> 00:30:49.977 but it has a bigger impact 750 00:30:49.977 --> 00:30:52.836 on optimization, when making games 751 00:30:52.836 --> 00:30:56.168 more than animations 752 00:30:56.168 --> 00:30:58.099 So distance from the camera is key 753 00:30:58.099 --> 00:30:59.245 Why is the camera important? 754 00:30:59.245 --> 00:31:00.911 Because everything we see on the monitor 755 00:31:00.911 --> 00:31:03.883 is what the camera is pointing at 756 00:31:03.883 --> 00:31:05.995 All 3D graphic content 757 00:31:05.995 --> 00:31:08.200 has a imaginary camera in the 3D space 758 00:31:08.200 --> 00:31:10.238 And rendering is done in real time 759 00:31:10.238 --> 00:31:12.741 from the perspective of the selected camera 760 00:31:12.741 --> 00:31:14.862 And there are many ways to optimize 761 00:31:14.862 --> 00:31:16.967 depending on how you want to make objects look 762 00:31:16.967 --> 00:31:18.365 when they are close up to the camera 763 00:31:18.365 --> 00:31:20.911 But LOD is the most popular one 764 00:31:20.911 --> 00:31:22.812 It will automatically change 765 00:31:22.812 --> 00:31:23.969 back and forth high-quality and low-quality 766 00:31:23.969 --> 00:31:26.512 from high polygon to low polygon 767 00:31:26.512 --> 00:31:29.131 When you download assets 768 00:31:29.131 --> 00:31:30.162 from the marketplace or Quixel 769 00:31:30.162 --> 00:31:32.261 Some will have LOD set up 770 00:31:32.261 --> 00:31:34.320 and some will not 771 00:31:34.320 --> 00:31:36.200 How can you view the details 772 00:31:36.200 --> 00:31:38.448 on whether or not LOD is set up or not? 773 00:31:38.448 --> 00:31:40.652 Before I explain how to do that 774 00:31:40.652 --> 00:31:42.384 let me tell you what the features of LOD are 775 00:31:42.384 --> 00:31:45.010 So, the LOD system generally works like this 776 00:31:45.010 --> 00:31:47.214 First, the LOD levels are set up 777 00:31:47.214 --> 00:31:49.718 LOD levels are the number of polygons 778 00:31:49.718 --> 00:31:51.140 the object will have depending on distance 779 00:31:51.140 --> 00:31:52.853 You can also set up LOD 780 00:31:52.853 --> 00:31:54.525 to change depending on screen size 781 00:31:54.525 --> 00:31:56.665 Next, the concept of performance optimization 782 00:31:56.665 --> 00:31:58.259 So these three are important in LOD 783 00:31:58.259 --> 00:31:59.762 I think it will be pretty hard to understand 784 00:31:59.762 --> 00:32:01.195 if I told you just by words 785 00:32:01.195 --> 00:32:03.920 So here is a screenshot to show you 786 00:32:03.920 --> 00:32:07.515 Now, when you are placing downloaded assets 787 00:32:07.515 --> 00:32:09.619 you can simply drag & drop it into the scene 788 00:32:09.619 --> 00:32:11.272 or use Foliage 789 00:32:11.272 --> 00:32:13.038 and if you double-click the asset 790 00:32:13.038 --> 00:32:15.910 A large window will pop up like this 791 00:32:15.910 --> 00:32:18.656 on the top left 792 00:32:18.656 --> 00:32:22.220 and it has information on the current screen size, triangles, and Vertex 793 00:32:22.220 --> 00:32:24.834 And every time I drag the mouse 794 00:32:24.834 --> 00:32:26.529 to zoom in or out 795 00:32:26.529 --> 00:32:28.220 the object will look smaller or bigger 796 00:32:28.220 --> 00:32:30.087 in comparison to the entire screen 797 00:32:30.087 --> 00:32:31.854 And depending on how zoomed in or out it is 798 00:32:31.854 --> 00:32:34.629 the numbers will change accordingly 799 00:32:34.629 --> 00:32:36.757 So let me give you a closer look of that 800 00:32:36.757 --> 00:32:38.334 What I showed you before 801 00:32:38.334 --> 00:32:41.922 is how the plant looks to the camera 802 00:32:41.922 --> 00:32:44.926 when the LOD level is zero 803 00:32:44.926 --> 00:32:47.046 By the way, if the LOD is 0 804 00:32:47.046 --> 00:32:49.537 it means the object is as close up to the camera as possible 805 00:32:49.537 --> 00:32:52.928 So if I zoom out from here to look at the plant from farther away 806 00:32:52.928 --> 00:32:54.643 the monitor will obviously be the same size 807 00:32:54.643 --> 00:32:56.709 but because I zoomed out 808 00:32:56.709 --> 00:32:59.376 the plant will look smaller than before 809 00:32:59.376 --> 00:33:01.130 since it's zoomed out 810 00:33:01.130 --> 00:33:03.092 and you can see that the LOD level 811 00:33:03.092 --> 00:33:04.615 has gone up to 3 812 00:33:04.615 --> 00:33:06.566 Obviously there is a level 1 and level 2 as well 813 00:33:06.566 --> 00:33:08.905 and you can make as many new LOD levels as you like 814 00:33:08.905 --> 00:33:12.551 But most games and interactive content 815 00:33:12.551 --> 00:33:15.666 don't need levels higher than 5 816 00:33:15.666 --> 00:33:17.820 and having up to level 3 or 4 gets you enough optimization 817 00:33:17.820 --> 00:33:20.177 And yes, there are some cases where you need more levels 818 00:33:20.177 --> 00:33:22.438 And also compared to the screen from before 819 00:33:22.438 --> 00:33:25.942 the triangle and Vertex numbers are also different 820 00:33:25.942 --> 00:33:29.128 When the LOD was 0, Vertex was at around 600 821 00:33:29.128 --> 00:33:31.121 right now, when LOD is 3 822 00:33:31.121 --> 00:33:33.809 you can see Vertex is at around 100 823 00:33:33.809 --> 00:33:36.579 But these settings don't come with every Quixel asset 824 00:33:36.579 --> 00:33:38.046 Some assets have LOD set up 825 00:33:38.046 --> 00:33:39.637 but other assets don't 826 00:33:39.637 --> 00:33:42.510 A very simple cuboid box 827 00:33:42.510 --> 00:33:44.348 would not really need LOD 828 00:33:44.348 --> 00:33:47.636 So LOD is mostly set up in more complex objects 829 00:33:47.636 --> 00:33:51.196 you should keep that in mind 830 00:33:51.196 --> 00:33:53.688 And now, I will zoom out from the plant some more 831 00:33:53.688 --> 00:33:55.181 And you should not confuse zooming out 832 00:33:55.181 --> 00:33:57.266 with making the object itself smaller 833 00:33:57.266 --> 00:33:59.206 The window on the screen 834 00:33:59.206 --> 00:34:00.993 is where you can modify all of the settings related to the object 835 00:34:00.993 --> 00:34:02.850 and what I have done is not scaling down the object 836 00:34:02.850 --> 00:34:05.469 but zooming out the camera 837 00:34:05.469 --> 00:34:08.387 that is why it looks smaller on the screen than beforehand 838 00:34:08.387 --> 00:34:11.009 Now the LOD has gone from 3 to 4 839 00:34:11.009 --> 00:34:13.239 So this is LOD 4 840 00:34:13.239 --> 00:34:15.558 The Vertex number has gone down further from 3 digits 841 00:34:15.558 --> 00:34:18.699 and it is now 26 842 00:34:18.699 --> 00:34:20.807 and because it looks smaller 843 00:34:20.807 --> 00:34:22.522 we can't tell differentiate between 844 00:34:22.522 --> 00:34:23.615 each of the leaves on it 845 00:34:23.615 --> 00:34:26.403 All the computer has to do is make us 846 00:34:26.403 --> 00:34:29.839 just barely recognize that it's the same plant from before 847 00:34:29.839 --> 00:34:33.667 So that's why Vertex can be very small 848 00:34:33.667 --> 00:34:35.165 So this is what 849 00:34:35.165 --> 00:34:37.639 the concept of LOD is 850 00:34:37.639 --> 00:34:40.466 And LOD has a separate menu 851 00:34:40.466 --> 00:34:42.726 Sometimes you have to force LOD to turn off 852 00:34:42.726 --> 00:34:45.888 For example, when developing a game 853 00:34:45.888 --> 00:34:47.634 you want LOD to change depending on distance from the camera 854 00:34:47.634 --> 00:34:50.302 But when you're making an animation or video 855 00:34:50.302 --> 00:34:54.023 you might want it to look as good as possible from start to finish 856 00:34:54.023 --> 00:34:56.159 And if that plant from before 857 00:34:56.159 --> 00:34:58.170 whose tiny, complex leaves 858 00:34:58.170 --> 00:35:00.041 you should always be able to see 859 00:35:00.041 --> 00:35:01.685 looks flat or stumpy 860 00:35:01.685 --> 00:35:03.437 because it's too far away 861 00:35:03.437 --> 00:35:05.383 that might ruin the video 862 00:35:05.383 --> 00:35:07.654 So when what you're working on is a video and not a game 863 00:35:07.654 --> 00:35:10.564 you can turn off LOD in that case 864 00:35:10.564 --> 00:35:13.227 LOD is by default set to be on 865 00:35:13.227 --> 00:35:15.055 You can change the setting from Auto to off 866 00:35:15.055 --> 00:35:17.610 As you can see here 867 00:35:17.610 --> 00:35:20.270 And then there are the settings on LOD groups 868 00:35:20.270 --> 00:35:22.689 If you want to change them to like what I did 869 00:35:22.689 --> 00:35:23.866 first you have to turn off LOD Auto 870 00:35:23.866 --> 00:35:25.570 because it is on by default 871 00:35:25.570 --> 00:35:28.636 You have to check on Custom, then in Advanced 872 00:35:28.636 --> 00:35:32.009 turn off everything except LOD0, which is the highest quality level 873 00:35:32.009 --> 00:35:35.437 Change the settings from what you see on the left, to the right 874 00:35:35.437 --> 00:35:36.843 and you can get high quality objects 875 00:35:36.843 --> 00:35:38.388 whether or not they are close up to 876 00:35:38.388 --> 00:35:39.662 or far away from the camera 877 00:35:39.662 --> 00:35:41.656 when you are creating videos 878 00:35:41.656 --> 00:35:43.691 That will be helpful to remember 879 00:35:43.691 --> 00:35:45.600 Now Materials will be connected by default 880 00:35:45.600 --> 00:35:47.630 but you can change the settings 881 00:35:47.630 --> 00:35:50.618 any way that you want 882 00:35:50.618 --> 00:35:52.685 Then go into the detailed menus 883 00:35:52.685 --> 00:35:56.190 to modify arrangement, color, or gloss 884 00:35:56.190 --> 00:35:58.248 any way that you want 885 00:35:58.248 --> 00:36:00.109 to optimize it 886 00:36:00.109 --> 00:36:03.186 What takes a lot of time in Materials to compute is normal maps 887 00:36:03.186 --> 00:36:04.688 but say that you don't need 888 00:36:04.688 --> 00:36:06.240 normal maps for this asset 889 00:36:06.240 --> 00:36:09.431 It would be better optimized 890 00:36:09.431 --> 00:36:11.493 if you just deleted all of the nodes connected to the normal map 891 00:36:11.493 --> 00:36:13.663 So completing level designs using Megascans 892 00:36:13.663 --> 00:36:16.436 Megascans has so many assets, as we have seen 893 00:36:16.436 --> 00:36:19.219 and you can consider the import time and the quality you need 894 00:36:19.219 --> 00:36:21.556 and choose accordingly 895 00:36:21.556 --> 00:36:24.235 from the quality options 896 00:36:24.235 --> 00:36:26.375 so you can download assets in Low, High, 2K, or 4K quality 897 00:36:26.375 --> 00:36:28.550 And after downloading, you can just click Add to use it 898 00:36:28.550 --> 00:36:31.011 Then you can put those assets 899 00:36:31.011 --> 00:36:33.161 onto simple terrains 900 00:36:33.161 --> 00:36:35.724 to make it look much cooler in an instant 901 00:36:35.724 --> 00:36:37.851 Even locations like stone caves 902 00:36:37.851 --> 00:36:41.069 If you download some curved rocks 903 00:36:41.069 --> 00:36:43.992 enlarge them and build a structure from there 904 00:36:43.992 --> 00:36:45.622 You can make cool looking caves so quickly 905 00:36:45.622 --> 00:36:47.188 using that method 906 00:36:47.188 --> 00:36:50.327 There are so many amazing assets you can use for building natural environments 907 00:36:50.327 --> 00:36:53.557 So I hope you download some assets and try it out yourself 908 00:36:53.557 --> 00:36:55.042 So, as I told you before 909 00:36:55.042 --> 00:36:56.881 The assets will be organized automatically 910 00:36:56.881 --> 00:36:59.974 You still have to check if you have space in your drive 911 00:36:59.974 --> 00:37:02.730 but you don't have to worry about the folders 912 00:37:02.730 --> 00:37:05.354 All of the assets will go into category folders 913 00:37:05.354 --> 00:37:07.080 like 3D Assets, or 3D Plants 914 00:37:07.080 --> 00:37:08.559 And even if you don't have a good connection 915 00:37:08.559 --> 00:37:11.438 you can still use assets you already used for other projects 916 00:37:11.438 --> 00:37:13.984 that would be helpful to keep in mind 917 00:37:13.984 --> 00:37:16.333 And finally, here is a screenshot 918 00:37:16.333 --> 00:37:18.494 of an example scene that I created 919 00:37:18.494 --> 00:37:21.638 The flowers I planted using Foliage 920 00:37:21.638 --> 00:37:24.844 And then there is the tree trunk, and the mossy rocks 921 00:37:24.844 --> 00:37:26.056 more rocks on the front 922 00:37:26.056 --> 00:37:28.963 And you can use Foliage on top of the rock as well 923 00:37:28.963 --> 00:37:32.221 The body of water is a little lake I made 924 00:37:32.221 --> 00:37:34.373 out of presets in Unreal 925 00:37:34.373 --> 00:37:36.305 Like so, anyone can make 926 00:37:36.305 --> 00:37:38.482 beautiful nature scenes 927 00:37:38.482 --> 00:37:40.312 out of just assets from Quixel 928 00:37:40.312 --> 00:37:43.795 I especially recommend utilizing Foliage a lot 929 00:37:45.963 --> 00:37:47.562 The Concept of Quixel Megascans What is Quixel Megascans? A library with high-quality photorealistic Textures and 3D-scanned resources Makes it easy to render realistic and immersive 3D environments 930 00:37:47.562 --> 00:37:49.341 Current version of Unreal Engine automatically connects with Quixel Bridge Main Assets in Home Category 3D Assets: Assets that belong in modern settings; Desks, walls, etc. 931 00:37:49.341 --> 00:37:51.082 3D Plants: Plant assets; Meadows, grass, flowers, bushes, tree roots, logs, etc. Surfaces: Assets for metal, soil, sand, etc. 932 00:37:51.082 --> 00:37:52.854 Decals: Assets that can be projected on part of an object; Rust, blood, etc. 933 00:37:52.854 --> 00:37:56.354 Concept of Quixel Megascans Accessing through Unreal Engine Click Add button to import Quixel assets to Unreal Engine projects Downloaded assets exist as files, thus can be copy & pasted 934 00:37:56.354 --> 00:37:59.815 Utilization in Unreal Engine Foliage: Used to create fields, forests, mountains, ravines, etc. Textures and Materials can also be used as assets 935 00:37:59.815 --> 00:38:02.216 Performance Optimization through LOD and Materials Settings What is LOD? Level of Detail Asset is automatically made high-polygon when it is close to camera 936 00:38:02.216 --> 00:38:04.649 Asset is automatically made low-polygon when it is far from camera Object size does not change Use of LOD impacts game optimization greatly 937 00:38:04.649 --> 00:38:06.834 How the LOD System Works Setting LOD levels LOD selection depending on screen size Performance optimization