Unreal Engine and Quixel Megascans: Architectural Visualization
2h 24mIntermediate2020-08-31
Authors

Zaheer Mukhtar
3D Graphics Designer, Visual Effects Artist, Film Director
Course details
Bring photorealistic architectural scenes to life using Quixel Megascans. In this course, join instructor Zaheer Mukhtar as he shows how to use Megascans—a library of scanned assets and powerful tools that are free to use with Unreal Engine—in your architectural visualization workflow. Zaheer begins by covering the basics of Megascans, including how to install Quixel Bridge, set up a library path, and export Megascans assets from Bridge to Unreal Engine 4 (UE4) to populate your scene. He then shows how to lay out a realistic outdoor architectural scene in UE4. Learn how to assign materials and surfaces to different objects, block out the layout, set up landscapes, place 3D plants throughout a scene, and set up lighting and post processing effects in UE4.
Skills covered
MegascansQuixelMixerBridgeUnreal EngineEpicAugmented RealityArchitectural VisualizationRenderingMotion Graphics and VFX3D ModelingVisualization and Real-TimeAECProduct and ManufacturingAnimation and IllustrationDeep Dive (X:Y)
Concepts
0. Introduction
- 01 - Photoreal visualizations with Quixel
- 02 - What you should know
- 03 - How to use exercise files
1. Starting with Quixel Bridge
- 04 - Installing and setting up Quixel Bridge
- 05 - Introduction the Bridge interface
- 06 - Installing the Megascans plugin for UE4
- 07 - Exporting assets to UE4
- 08 - Exporting multiple objects
- 09 - Summary of chapter 1
2. Assembling Scenes in UE4
- 10 - Understanding Megascans folder structure
- 11 - Understanding material instances
- 12 - Assigning materials to objects
- 13 - Blocking out the terrain layout
- 14 - Setting up landscapes in UE4
- 15 - Adding a flowerbed
- 16 - Summary of chapter 2
3. Populating Scenes with Megascans
- 17 - Adding the first layer of the grass
- 18 - Adding variation to the grass
- 19 - Placing English ivy on house structure
- 20 - Populating the flowering bed
- 21 - Using wild plants in the background
- 22 - Understanding and using decals
- 23 - Understanding and using atlases
- 24 - Creating blend material
- 25 - Using blend material
- 26 - Summary of chapter 3
4. Finalizing the Scene
- 27 - Adding animation to the plants
- 28 - Setting up sky and sky lights
- 29 - Adding directional light
- 30 - Adding fog to the scene
- 31 - Adding post-process volume
- 32 - Summary of chapter 4
Conclusion
- 33 - Next steps