The Megascans 3D library is carefully designed to cover a range of needs for efficient and realistic scene building. Below you will find a short description of each asset type, and how you can use them in your environment creation process.
Single Asset
These form the basis of the library and represent many different types of objects, including rocks, trees, logs, and come in a variety of sizes. Some assets have been closed and can be rotated all around for maximum versatility. Larger assets, or assets with specific weathering, are usually left open and are intended for use right way up. To see if the asset you are viewing is capped, refer to the “Open” or “Closed” mesh icons in the preview.
Assemblies
Assemblies are useful for quickly building up detail in an area and for integrating larger models. They are more efficient to cover a large area than using individual 3D assets. They are also useful as transitions between different areas. For example you might arrange them around the base of a large cliff or rock, to create a realistic smooth transition into your ground texture. Assemblies are generally open meshes, and are intended to be placed partly buried into your ground surface. The irregular edges will naturally break up the shape and help it integrate itself into your scene.
Scatter
These 3D assets are intended for adding variety and detail to your scenes. They are quite high resolution and can be used in various configurations. They can be scattered in many ways, using paint, physics, or particle systems. They can help tie in larger groups of assets. For example you might scatter a few small rocks around a large rock pile, or a few branches around a tree. You might even scatter a few on top of an Assembly to give it some extra punch. The addition of scatter assets is a great way to break up flat areas of a scene, and to increase the overall feel of depth and detail.
Debris
These 3D assets are basic, optimized lower detail meshes with mirrored UV’s, intended for scattering in high numbers at a small scale, to build up rich ground cover and detail in scenes. They are intended to be distributed via particles, paint or systems. Although they are still quite detailed, they are not generally intended for close ups (use Scatter assets instead). These assets can bridge the gap between your ground texture and larger objects, and to tie it all together for maximum realism. Even if you are using a displaced ground texture, you will benefit from the extra detail frequency these assets provide. Note that since debris assets are geometrically simpler by nature, they do not ship with Ztools or High-poly sources.
Summary
When combined and used correctly these assets will all work together to create a perfect gradient of detail and scale from the smallest to the largest element of your scene.
Here are the exact same assets in a more “final” composition:
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