Goddess Temple in UE4: Lighting Blending
In the third and final part of this miniseries, Quixel s Jakob Keudel will explain why he chose to use ray traced lighting, discuss considerations for asset blending, and the importance of technical adaptation. Follow along using the free readymade environment on the Unreal Engine Marketplace: See the other episodes in this miniseries: Iterating on an idea: Remixing Assets: Here s the blogpost mentioned: Download Bridge for FREE: Download Mixer for FREE: Learn more about Megascans:
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