Megascans

Megascans is actually something I’ve been anticipating for some time now. I remember seeing videos and advertisements for it years ago. There were times when I was wondering if it would ever come out, kinda like Half-Life 3 haha, but I understand that the process of refining Megascans takes time to make it just right. I would say it was worth the wait. Just before its official release, I had the opportunity to check out the иeta and see what they were working on a bit closer. Personally, I believe that without a doubt there is a place in the industry for something like Megascans right now. Quixel saw this trend of photogrammetry and scanning and jumped on the train very early. I believe it will be very difficult for other companies to catch up at this point, but it’s an exciting time right now either way.

The first and most obvious function is the massive time saver that Megascans Studio is. Especially as the company is streamlining their service with the “Bridge” application to easily import the scans into many of the major 3D software’s/Engines out there right now. As more biomes become available on Megascans, creating an environment will be as easy as selecting some assets that I want in my scene, importing them with the bridge software, and building the environment as quick as my internet connection can get. Expanding this to video game creation as a whole saves costs for outsourcing all of this artwork, or having someone create it in-house, or going out there yourself to scan these things.