Quixel Mixer road in UE4 and 3ds max. Part 4. Export into Unreal Engine 4.
In this video, we'll talk about exporting in Unreal Engine 4 by using Quixel Bridge . Speak about the settings of Instance and Master materials. Add Distance Based Tessellation to improve the performance of the Displacement map working in the distance.
Content of the video:
00:00 - 00:18 - Intro
00:18 - 2:01 - Installing Bridge plug-in for Unreal Engine 4. Creating a standard project in the engine. Export of Assets with Megascans Bridge. A few words about the bug with the export of Custom materials. Fix it.
2:01 - 4:15 - Instance and Master materials settings in Unreal Engine 4. Enable Displacement and add a Distance Based Tessellation.
4:15 - 4:50 - Creating a Displacement Group for several parameters in the Master material of the Unreal Engine 4. Another couple of words about the settings of the Instance material.
4:50 - 6:30 - Preparing a plane for a road asset in 3dsmax or Maya. Export settings for Unreal Engine 4.
6:30 - 7:42 - Edit Splines tool in the Landscape category in the Unreal Engine to create road segments. Correcting the wrong position of the texture and bake lighting.
7:42 - 8:55 - Adjustment of displacement and tessellation for better results. Adding additional edges in the road asset. Distance Based Tessellation settings.
8:55 - 9:29 - The ending. Video preview of other lessons. A subscription button, as well as a button for support on Patreon.
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Best regards, Andrew Krivulya aka Charly.
Production Music courtesy of Epidemic Sound" www.epidemicsound.com