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/marketplace/en-US/product/megascans-goddess-temple
See the other episodes in this mini-series:
Iterating on an idea: https://youtu.be/6PVAa-BjBOY
Remixing Assets: https://youtu.be/UuIcNh13bz8
Download Bridge for FREE: https://bit.ly/3dszTeQ
Download Mixer for FREE: https://bit.ly/3fUjiCn
Learn more about Megascans: https://bit.ly/3hZLHIY