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: https://www.unrealengine.com/marketpl...
See the other episodes in this mini-series:
Iterating on an idea: • Goddess Temple in UE4: Iterating on a...
Remixing Assets: • Goddess Temple in UE4: Remixing Assets
Here's the blogpost mentioned: https://bit.ly/3dNOmSB
Download Bridge for FREE: https://bit.ly/3dszTeQ
Download Mixer for FREE: https://bit.ly/3fUjiCn
Learn more about Megascans: https://bit.ly/3hZLHIY