My question is simple.
Does Quixel Bridge or assets is the shop is nice to make a game ?
I mean, in the editor is very detailed. I’m new on UE and i’m wondering if the graphism are not too high for a game and above all to make a game that can be runned on a maximum of pc.
Thank you in advance for your answers.
Kind regards
Welcome to the Unreal Engine Community Forum. As for your question, lots of developer use quixel bridge making assets for their games. I’d recommend doing some Google/YouTube searches on people making games with QB to see if it fits what you’re looking for. At the end of the day, it comes down to personal preference. But, you can definitely use it.
Howdy ! Thank you for your welcome and your response.
I understand that QB is useable for games. But i’m worried the textures from it are too detailed. I don’t want to make an heavy load game but something that the majority of computers can run easlly
I think the textures are just fine. Quixel has different size and rez quality for their materials and 3D assets. You can also setup Unreal scene so the cost of rendering is higher at select points on your map, or even higher around the player character/creature only. I think you are good to go. Also, you can always export the textures and reduce manually on your fav editing software.
However it is very easy to go over budget with texture sizes and vram (graphics card ram) size.
So unless your game is aimed at only newest cards with lots of vram, and PC that uses ssd m.2 drive, you kind of must limit textures.
All (or most of them) quixel assets use skin like textures, which means each mesh will have 4 textures (diffuse/color, normal map, metallic and so on). You need to manually process them to limit ram needed. You can also use layered material that reuses same textures, and just mixes them on quixel mesh assets.
However if you starting game, do coding first with minimal assets. You need git or perforce server, they have limited space. And updates downloads will be much slower with huge quixel textures. So save time and develop game on tiny level that has minimal size of meshes and textures.
It definitely is. But it’s best in combination with Nanite and virtual textures. The only problem I see is that there is no option to resolve textures for 3d assets - Nanite automatically exports 8k textures. Even with a small project, you can easily get to a 100 GB project, although the final build is much smaller.
Publishing a game with the help of Quixel Bridge/Megascans can surely save you a lot of time, but before you do that, I advise you to read more about texture resolutions, polycounts, and most importantly artistical consistency.
If you want your game to be performant literally on a maximum of computers, then you may have to look for other options other than Quixel Bridge. You’ll want to have very low poly assets, you will still be able to have a beautiful game by maintaining good art direction, you can learn doing art by yourself or hire an artist.
Otherwise, if you want your game to be performant on the average pc and up, which according to Steam, last time I checked, is a pc running a GTX 1060 6GB; then you can use Quixel Bridge, but still make sure to not use a very high texture resolution just because it looks detailed up-close. The bigger an asset, the higher resolution its texture will need to be, but don’t go higher than 4K, if you can stay at a maximum of 2K, it will be great. As for the Quixel Bridge 3D models, make sure you only use those with an acceptable amount of polycount.
This is a very good take @Ascien. I hope the feedback helped answer your questions. As you can see, we have such a good community of people here! Thanks for all of the responses!