In the third and final part of this miniseries, Quixel’s Jakob Keudel will explain why he chose to use ray traced lighting, discuss considerations for asset blending, and the importance of technical adaptation.
Follow along using the free ready-made environment on the Unreal Engine Marketplace:
See the other episodes in this mini-series:
Iterating on an idea:
Remixing Assets:
Here’s the blogpost mentioned:
Download Bridge for FREE:
Download Mixer for FREE:
Learn more about Megascans:
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