Entire Quixel MEGASCAN Now Free for Unreal Engine, Can we get this Please Unity

What happen with unity flash looks like a bitter separation, which everyone position on adobe it seems

I never thought this day would come but I’ll be trying out Unreal tonight

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Wow, just imagine how great this is going to look with RTX as well.

Absolutely no hopes of this coming to unity. Although, unity members can benefit from it. The subscription plans have been slashed in half, where the aggressive move on epics part would be to scrap the subscription or increase it. There’s no comparable service that unity could acquire either (yet).

Or use UE4 and get it free.

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You can pay for HDRP snaps though …

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Nothing new there?

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Is this where we start discussing how a royalty model might be more useful to users than a subscription model? :stuck_out_tongue:

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I think this is a net positive all around for us. Everything Adobe touches turns sour eventually, I don’t want them to partner with Unity and I think long term Substance will be turned into some gimmicky bullsh1t addon for Photoshop or something terrible like that. Adobe doesn’t have very good decision makers steering product development imho.
Epic on the other hand make games and a game engine. I forsee Quixels toolset quickly becoming more specialized for gamedev applications while the substance toolset might become less specialized. At the very least the 10x increase in developers working for the Quixel team will put some pressure on Allegorithmic if they actually should want to compete, because before this move, nothing was even close. I always liked the people working at Quixel, but my experiences with the old Photoshop plugin versions of their tools were laughably bad and I felt like this commitment to Photoshop is the major factor holding them back. I’m hopeful this will get back on track to becomming a usable tool down the line.

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There is no discussion to be made, subscriptions for software is a terrible model.

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Just like Unity, Epic dont market their engine as being just for games these days. There is a lot of overlap in so many ways, I dont think its a question of tools becoming more game specialised or not. Optimisations, tools and future decisions about what content to make may very well be affected by the new ownership, but it wont just be games that benefit.

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That’s fine, archviz etc. is still close enough. I fear that Adobe would approach such a tool as ā€œhow can we port this to iOS and turn it into a one-button app with a subscription feeā€. Like e.g. photoscan objects with the ipad camera, and then retexture them in ā€œiSubstancePainterā€ and drag and drop them into your iOS Photoshop to compose them into your instagram selfies…
I have nothing but disdain left for Adobe, in case it wasn’t obvious enough yet.

Disney and some movie studios use Unreal in preproduction pipeline.

I think the average hobbyist/tiny indie doesn’t need to think much about using megascans assets anyway. If you got photoreal tree stumps and cliffs, you kinda also need photoreal lighting, characters, animations, etc etc.

20 million dollars later…

I see this as a bonus to unreal users, but doesn’t seem like gains any ground on unity territory. At least not my reasons for one engine over another.

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20 million? Any decent artist can get a high end character out in a couple weeks or less. once you have one body modeled, textured, and rigged you can just replace the head and transfer the animations over to create multiple characters on a budget.

Oh? Ok nevermind it’s easy.

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I don’t often use megascans for unreal engine but when I do

It’s AAA

Let’s not forget that Quixel also cut Megascan subscription costs for everyone. So there’s that.

That’s what I was thinking too. I was going to make some sarcastic post about how this whole situation doesn’t affect me because I’m not making a AAA sticks-and-rocks simulator.

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Well. There goes a year of hard, hard work and investment. This morning I got up at 5:30 to start working on the last object in my massive desert formation photogrammetry rock and cliff pack. I was rather excited to be nearly finished. Then I read that I’m out of business. I can’t compete with free. It was always going to be tough making ends meet, but I think 90% of my customers just vanished. Finishing this last item … Its suddenly hard and tedious.

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Only if 90% of your customers were on Unreal.