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UE4 Megascan high poly mesh + texture looking strange




  • Ian

    Hello, Tritons

    Thanks for taking the time to reach out to us. I'd be happy to assist you with this. Please note that with the Rebirth video, many assets were modified by hand before being placed in the scene.

    For example, the landscape and master materials used in Rebirth were custom materials that differ in features from those provided by Quixel along with the UE4 Livelink plugin. In addition to this, the assets used were of a much higher polycount at LOD0 in Rebirth than the LOD0 that is provided by assets directly from Bridge. To achieve this, the ZTool that accompanies our 3DAssets was manually reduced until a target polycount was reached that provided both the fidelity needed for close-up shots as well as a maintainable frame rate for the project.

    In addition, the 3D Beauty shots of the assets provided in Bridge are each individually created by our own artists in Marmoset Toolbag. In Toolbag, the user is given the opportunity to address lighting as well as material tessellation. Both of which play a large role when attempting to take a close-up shot.

    Finally, the camera settings used in Unreal Engine will have an effect on how your assets look, especially when working with close-up shots. I've added some links below that should help provide additional information on these topics!




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  • Tritons

    Thanks for getting back to me.

    I am aware that there was a lot of custom assets used in that cinematic that contributed to achieving its level of quality and that the assets provided in bridge will not be available at the same standard; I have watched that tutorial a few times. I understand that as a beginner I am not going to be creating professional grade renders but I wanted to provide an example of what I am striving to learn to demonstrate my intentions. My question is more so then, why is my texture looking so low poly when the camera is close up? Rather than how do I make my assets like the ones in Rebirth.

    Also, I know the camera and lighting will enhance the visual fidelity of the set but I am confused by why this terrain piece is so visually bad as you get closer to it and something like this box holds its texture much better?

    These pictures are clearly super zoomed in and I wouldn't be going in this close to for a actual shot but the box does seem to have a clear jump in fidelity more than the moss and rocks have. I would have expected a high resolution, high poly count model to become more crisp as you got closer to it. Am I just wrong?

    At this distance I think the quality is better.

    I guess what my main question is, can I do anything to make the material better when I am looking closely at it? or is this just how it is and the rest is up to lighting, camera, and post processing? 

    Thanks again for your help. 


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  • Ian


    Thanks for getting back to me. I apologize if I had not answered your question in its entirety. Your question was, "why is my texture looking so low poly when the camera is close up? Rather than how do I make my assets like the ones in Rebirth." 

    There are a few reasons, however, the first to consider would be the complexity of the object. By comparison, the UV unwrapping of a more simplistic asset, such as a box, allows for fewer, larger UV shells with more predictable seams. More simplistic assets with more "hard surface" and less "organic" UV layouts are often able to take up space in 0-1 space, providing a higher level of detail within the resulting texture. 

    Additionally, the materials applied to each of the assets come with different requirements. For a hard surface asset such as the chest, the standard material provided by Quixel along with the Megascans Livelink Plugin will work nicely, as the asset really only requires Albedo, Normal, Roughness, and AO. However, as mentioned in my previous response, the materials used in the Rebirth demo utilized custom Materials built by our own artists. These custom materials allowed for additional control of things like Pixel Depth, Fuzz, tessellation, etc. Therefore, there was more individual control on more complicated meshes such as the organic rock piece in your screenshots above. 

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