Epic Games have reached down the back of the sofa and pulled up enough loose change to acquire Quixel.
For those not familiar, Quixel are responsible for some seriously high quality 3D and 2D assets and they're pretty well-known for their "Megascans" collection. These super-high quality assets are used in plenty of AAA games, films and more. Some of what they've made is truly impressive too and Quixel have well over ten thousand assets people can use with a huge assortment of items.
Since they're now owned by Epic, their library of assets are being made completely free to Unreal Engine users. Ten of these high-res packs have already been made free on the Unreal Engine Marketplace, with more coming in future. However, they're not stopping developers using them elsewhere and for those who are, the subscription prices have been lowered and the resolution cap was removed.
Direct Link
Prepare to see plenty more realistic/high quality assets in games after this…
Not just that, Quixel's other products like Bridge (supports Linux) which allows you to manage and integrate your assets, and Mixer which allows artist to edit assets will be free to use now too regardless of how you're using them and no subscription needed.
See the full details in the blog post on the Quixel site.
Quoting: Power-Metal-GamesTo someone who uses UE4 every day these comments sound funny at best but completely out of reality. They should do this, should do that...
Please be more specific... Why would a better Vulkan implementation be out of reality? Vulkan is much larger than just Linux. Are you refering to other comments?
Speaking for myself, my main grudge with Epic is that exclusivity deal race that's just a race to the bottom, imo, targeted directly at Valve. They should use that money in better and more productive (positive) ways.
It's not the first time that Epic tries to demonize a competitor:
https://www.gamingonlinux.com/articles/epic-and-improbable-are-taking-advantage-of-unity-with-the-spatialos-debacle-seems-a-little-planned.13328
Personnally, I can't stand that kind of attitude. Invest to get better instead of being mean. I stopped using Windows for similar reasons.
As for Quixel, it's a business decision that fits with what they are doing. Sad for those that don't want to be involved with Unreal, but this kind of buyout happens pretty often.
But Epic getting bigger, considering the roadtrack they have, is alarming to me. Nothing good is going to come out of it.
Last edited by Mohandevir on 14 November 2019 at 3:16 pm UTC
Quoting: Tim4:28 on video:also, at 4:15 & other times in the video
never been so... So amazing.Spoiler, click me
de_dust2
Spoiler, click me
Last edited by MayeulC on 3 December 2019 at 1:38 am UTC
Quoting: nateAre there any totally free asset packs available anywhere for use in FOSS type projects? I've created some seamless textures for an upcoming project, but these are all lower quality images (256 by 256 pixels) that I've made from my own nature hike photos.
There might not be any 3D asset packs (yet), but one (or the(?)) place for libre game (and similar) assets is at OpenGameArt.
Last edited by chr on 14 November 2019 at 2:11 pm UTC
Quoting: MohandevirQuoting: Power-Metal-GamesTo someone who uses UE4 every day these comments sound funny at best but completely out of reality. They should do this, should do that...
Please be more specific... Why would a better Vulkan implementation be out of reality? Vulkan is much larger than just Linux. Are you refering to other comments?
Speaking for myself, my main grudge with Epic is that exclusivity deal race that's just a race to the bottom, imo, targeted directly at Valve. They should use that money in better and more productive (positive) ways.
It's not the first time that Epic tries to demonize a competitor:
https://www.gamingonlinux.com/articles/epic-and-improbable-are-taking-advantage-of-unity-with-the-spatialos-debacle-seems-a-little-planned.13328
Personnally, I can't stand that kind of attitude. Invest to get better instead of being mean. I stopped using Windows for similar reasons.
As for Quixel, it's a business decision that fits with what they are doing. Sad for those that don't want to be involved with Unreal, but this kind of buyout happens pretty often.
But Epic getting bigger, considering the roadtrack they have, is alarming to me. Nothing good is going to come out of it.
Yes, I can be specific. Vulkan implementation is there for some time already. It is already stable in 4.23 but it's slow. In 4.22 it was unstable. It's like that with every new thing UE4 introduces. It will most likely work after next 2 versions.
Why all these comments are out of reality? Well, when you are working with UE4 for years and when you are following the news about it, the comments that you can read here sound fun. You can just check few examples of the latest tech UE4 is introducing and you will probably have a better understanding. For example:
https://www.youtube.com/watch?v=etSfYfIIoSE
https://www.youtube.com/watch?v=u3ktiewcLpo
But here you are reading things from people who don't use the engine and don't care about it at all. Then there is an obligatory AMD fanboy parachuting himself into conversation to add some confusion from his head that everything in the universe has something to do with AMD.
With Quixel, I would say that this is more for architectural projects than about games.
Quoting: grigiSo... this is Epic using their money to, er, skew the market? In essence, equivalent to Intels contra-revenue plans, which was deemed anti-competitive.
I mean it is the "We want to lock you in to use ONLY our products", or make it too expensive to switch away, kind of thing.
Not exactly. Close. What this will do is provide AAA's with both an engine and readily existing assets with which to fart out "product." This is the first step towards game development as an assembly line. It should lower development costs for the whole industry with the catch being that you have to go to EPIC to reap the benefit. It's potentially very disruptive, but does not appear to lock anyone into anything.
Any game dev could do the exact same thing within the Blender community. And that will probably be EPIC's response.
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