can we use them for commercial games???
Yes, as long as your game is made with Unreal Engine 4.
While the idea behind this release is cool, it’s quite worthless because most of the assets are protected - can’t bake down materials for most heroes because baking crashes the engine
And I finally resolved issue with baking materials down, but it should have just worked out of the box, without jumping through hoops.
Does someone know, contains one of the models a post process animbp?
Quixel has partnered with Epic!
@soulcypher Yes great, but the login doesn’t work ( not for me at least… ) :-/
Edit: Ahhh! - another option hidden further down…
Wait, what login ?
You can login to Quixel now with your epic login - get with the times!..
But, you have to login ( using the Epic button on their site ) and then there’s a ‘grant access’ button further down the page…
The best way I found when merging Paragon assets into my project was to use two projects, create a root folder called Paragon in the main and then renaming the root folder in the second project to Paragon (instead of ie. ParagonSerath). Then moving that folder into the main branch, skipping existing files.
- There is at least one 8K image in the /Characters/Global folder called Tree or Bark.
- Many textures can be merged from the /FX folder into the /Characters folder.
- There are maybe 50 textures which are unused, and maybe 20 textures which are the same but renamed.
- A few grayscale linear textures can cause the editor to crash, but those images can be replaced, they are usually just some common gradient.
- I recommend to move all the materials into a main /Assets/Materials folder for reuse later.
- There are many files even after merging, like 30K
Someone, please, answer. These assets were originally released “free for commercial use” and “no strings attached”. Has this changed since?
And am I allowed to create Material instances from Paragon materials to use them in my own projects this way? Was I ever allowed to do so in the first place? Or is this going to count as a violation of some sort?
Those assets are there for you to do as you please. You can harvest the materials, retarget the animations, reuse the effects/audio, or use the entire characters in your projects. You have complete freedom - as long as you are using Unreal Engine 4 for your end product (only your end product has to be done in UE4, you can, however, export the assets, work on them externally, then reimport them if needed – there was/is an export issue with some of those assets, that lead people to believe it’s DRM - in reality, it’s just a slight incompatibility because the team that was working on Paragon used a custom build of the Editor).
Did it ever get fixed? I believe 4.25.x still has issues exporting Paragon assets.
I haven’t tried lately, but honestly, I wouldn’t really expect those issues to ever be fixed. Too low of a priority plus there would be a lot of understandable hesitation to patch workarounds for very specific assets into the main branch of the editor.
As far as I know, people found workarounds to get most if nor everything out anyways. Guides are on Youtube.
Thank you so much for responding.
Just to make really really sure, I’ll explain my situation further: I’m a freelancer 3D artist and I’ve been asked to make hair for a UE4 character. I did my own modeling, rendered out hair textures from hair clumps I created - everything from the scratch, but decided to create the UE4 material as an instance from a Paragon hair material. I inserted my textures and tweaked some parameters to suit my needs. Now, as far as I know, in order for the material Instance to work, the parent material needs to be present in the file (believe me, I wanted to get rid of it), so the original material remained in the project.
Unfortunately, I’ve been told this was a copyright violation, that the client wouldn’t be able to use this asset due to said copyright and that the information that stated the assets were “free for commercial use, no strings attached”, was old and, I quote: “The latest updates regarding the usage of this material (you have made use of in the delivery) state completely different, and since the buyer has proved the proof that the work wasn’t usable for the purpose it had been made for, due to copyright violations, this order has been canceled.”
This is why I asked here. I still don’t know whether I misunderstood the terms from the start or it has actually changed. Do you think this is a matter I should contact Epic Games in regards to?
I don’t believe there were any changes made to the permissions. You could ask Epic to help you clear that up, I’d also ask whoever wrote you that reply to clarify what “latest updates regarding the usage of this material” they are referring to exactly.
No news so far. I wrote to Epic the last time I posted here, they said they’d contact me when there was progress in investigating this case or if they needed more information from me. Nothing yet. And the person who wrote to me about the latest updates closed the case and left me with “we can’t disclose all details due to our policy” or something along those lines. Now I’ll just have to wait to see what Epic says
After downloading every single Paragon character I was able to automate the reduction in total size of the /Content directory** from 72.8GB down to 49GB**. This removed 6869 duplicate files.
- Make a backup of your project
- Enable the Python plugin
- save this gist to a file on your drive
- In the Output Log, type the full path (with file name) to your script to run it (please read the comments before doing so).
The only downside is all the global MaterialFunction(s). Those are not processed by the script, trying to consolidate those results in a crash. The logs indicate that it always happens when compiling very specific shaders, which may have a bug. When the crash occurs, material references become broken. The next step to fix this (haven’t tried yet) is to open the map for each character and wait for all the shaders to compile, then run the script just for the MaterialFunction class. One it seems to always crashe on is ParagonZinx/Characters/Global/MaterialFunctions/MaterialLayerConstructors/MLC_ScratchAndGrime. Anyway, you are safe to run the linked script as is. If you want to try the MaterialFunction class as well just make a backup of your project.