#megascans
Yeah so Epic really doesn't care... them killing megascans and dumping everything on fab where every asset I have imported in there is in an unusable state is acceptable to them. Systems are perpetually in experimental and the editor crashes nonstop with new bugs each release. Shit sucks.
Both Blueprints AND C++ Gameplay Framework being removed from Unreal Engine??
November 3, 2026 at 2:15 PM
This is Derek any time I play a game with really good rocks. 🤣 (or for the opposite response, when they’re Megascans rocks and he can TELL)
October 28, 2026 at 3:34 PM
I would have never found a lot of the free assets that are available on booth such as Silent's shaders, Quixel Megascans, Freesound, etc.

Puzzle creators can obfuscate relevant sources until the end if worried about mechanical spoilers. ex. "Calamity" By JustTemTem does this in a really fun way.
October 29, 2026 at 10:36 PM
ずっとUE想定でいろいろ開発しようとしてたけどずっと無料だったMegascansアセットの有料化とコーディング必要ないBlueprint廃止の流れがあって強み全部消えそうだから、Unityでの開発想定で行こうかなと最近思っている

コードと一部背景アセットまわりをAI活用しようと思ってるからなおさらUE使う理由なくなる

業務でUnity使うからある程度知識もあるし
October 26, 2026 at 1:42 AM
I hate it when I can recognize it exactly which pack stuff came from. I was streaming Alan Wake 2 to a friend and I found one of the megascans pallets in one of the areas and I was like, hold on a minute, I recognize this, I've used this same asset
October 22, 2026 at 11:51 AM
idk man maybe im just tired lul. this games rly good sometimes, but other times you'll see messily cobbled together rocks in mud where each asset looks like its from a different game, with obvious megascans assets contrasting harshly w in-houses models or some other asset pack for all i know.
October 17, 2026 at 3:47 AM
Started Control Resonant and it's funny that I haven't seen anyone [among those in the know] mention that it seems to harbor unused live-service elements.

You don't build a Nakama server for a game unless there are some online features coming.

Expeditions 2 maybe?
October 17, 2026 at 1:16 AM
you’d be surprised how many very-experienced devs wrongly think this

even with megascans, metahuman, and whateverbullshit, high fidelity graphics still take like 20x the work

they are a fucking nightmare
“It’s actually way easier to make AAA realistic graphics than it is to make retro low poly visuals” no it isn’t. That’s not true
October 13, 2026 at 2:39 AM
i think what they mean is its easier for devs to download a pack of unoptimized quixels megascans assets so that your game looks like every other AAA game and simultaneously runs like doggie poo ..instead of learning how to make your own stuff, in your own style, thats optimized for your experience
October 13, 2026 at 12:42 AM
i was just being cheeky i dont think thats what they actually mean, but that is what some games do and id rather have a cruder artstyle and world that was handcrafted, than see the same quixel megascans rock ive seen in like 10 other games
October 13, 2026 at 6:12 PM
Senior artist Adam Lee displays this incredible artwork “Morning Light” 
#seniorartist #Environment #NoAI
#Lighting #GAMEART

Softwares used: 
Photoshop 
Megascans
Unreal Engine

Checkout more awesome work from Lee here on ATMO!
https://atmovfx.com/artist/453/adam-lee
October 11, 2026 at 6:30 PM
The dinosaur is my own "Crooked Rex" model that you'll have seen a lot if you follow me. I assembled the environment and human character from Daz, Poly Haven, Megascans, & Fab marketplace assets, as well as trial and error with different snow mesh generators and particle setups.
October 10, 2026 at 11:29 AM
A sneak preview of what's cooking. The dinosaur is my own "Crooked rex" model that you'll have seen a lot if you follow me. I assembled the environment from a Poly Haven, Megascans, & Fab assets, as well as trial and error with different snow mesh generators and particle setups.
October 9, 2026 at 12:31 AM
All assets were either Megascans, Handmade Sculpts, Speedtree Folliage. Terrain was done completely by hand to give each area a specific feeling which I used my terrain PCG tools to give me some starting elevation to carve out. Zero AI was involved
October 3, 2026 at 9:20 PM
🧵(1/3) Extremely proud of this world commission I finished in July for @strasz.bsky.social

Everything was fully scratch modeled, and textured excluding the potted foliage being assembled from Quixel Megascans.

This is what human art made with care and passion looks like, support artists!
September 28, 2026 at 11:25 PM
Roy Ghaya (Lebanon) :
A Lens's Journey, 2014

This scene was created using the straightforward approach of Corona Renderer as the rendering engine, 3ds Max, and Photoshop. He also utilized Quixel Megascans and Chaos Cosmos for added elements.

rebusfarm.net/blog/the-mak...
September 27, 2026 at 11:38 AM
I searched Fab for Quixel Megascans assets and started selecting ruined walls, stone pieces, and rocks that I can combine through kit bashing. My next step is to bring these assets into Unreal Engine and start blocking out the environment.
September 27, 2026 at 6:48 AM
this is megascans in 2d
September 20, 2026 at 1:28 PM
Slap an existing albedo and normal map on a low poly asset and that was good enough, but it doesn’t really work now next to megascans
September 18, 2026 at 4:34 PM
decepticon_tyan made this autumn countryside scene in Unreal using Megascans, with a focus on foliage and lighting. 🍂 What do you think?

➡️ www.reddit.com/r/UnrealEngi...

#unrealengine #gamedev #environmentart
September 16, 2026 at 6:01 PM
I think the AAA games industry will never rid itself of the curse that are These Quixel Megascans Barrel 3D models
September 16, 2026 at 2:36 AM
それにしても有料になる前に膨大なMegascansの無料アセットを確保しなかったのは自分でも負け犬すぎたと思う。あの時はUnityに進むか迷ってた頃でした。自分の作風的にリアル志向だからって結局UE選びましたわ😜
September 12, 2026 at 3:58 PM
It’s still pretty inconsistent how realistic any given asset looks
There's some rock facades in the goron area that borderline look like megascans and then there'll be dungeon rooms with much simpler geo and much more stylized materials
September 9, 2026 at 3:21 PM
I am a little sad to see people immediately go onto the "It looks like bad unreal engine" when I've come to associate unreal engine with megascans, blurry framegen, metahumans, bad particle effects etc. The "Nintendo hired this man" thing seems a bit forced
September 8, 2026 at 6:16 PM
Unreal Engine PBR-slop. what's next, quixel megascans for gerudo fortress??
September 8, 2026 at 6:17 PM