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Unreal Engine 5 Bridge Plugin and Nanite Technology



🟡In this tutorial, we dive into Unreal Engine 5's built-in Bridge plugin, which seamlessly integrates asset management.


🟡Bridge is a library of photorealistic 3D assets developed by Quixel Megascans.

It offers assets in various quality levels, including the highly detailed Nanite technology, which eliminates the need for lower-poly versions.


🟡Leveraging Bridge and Nanite, you can effortlessly enhance the realism and detail in your Unreal Engine 5 projects.






- Workflow

  • Unreal Engine has a built-in plugin called Quixel Bridge that gives you access to photo-scanned and high-quality resolution assets for your projects.

  • There are many assets from 3D models to materials.

  • To use assets from this plugin you need to first log into your epic account when you make a new Unreal Engine Project.

  • When you log in once in that project, it will permanently keep you logged in the Quixel Bridge window.

  • The window can be placed anywhere in the workspace.

  • Each asset has its own height displayed on the preview before downloading it.

  • There are also a few resolutions you can choose from, one of them being the Nanite resolution.

  • Nanite is a new virtualized geometry system introduced with Unreal Engine 5.

  • It is really useful in games since it controls the level of detail on the model depending on how close the camera or player character is to it.

  • When zoomed out there is less topology, zooming in makes the surface of the model more detailed.

  • There are a lot of foliage assets to choose from as well as interior props that come in a bundle of many shapes and sizes of that prop.

  • With each download, there is a new folder created with the new asset inside the Megascans folder in the Content folder.

  • Only plants don’t have the Nanite quality on them.

  • Plants also come in a bundle of variations of said plant.

  • There are also a lot of materials to choose from that come with their own Material Instances and textures.

  • Almost every material is Tilable.

  • Decals are material instances for adding surface details like stains or cracks to your scenes. You can customize their position, rotation, and sorting order.

  • Decals can be added to multiple objects at a time by simply placing it on top of them.

  • If you don’t want the decal to affect a certain asset, you can turn it off inside the Details options on said asset.

  • Decals also need to be rotated and placed in the right direction to have a better and more realistic effect on the assets it is being placed on top of.







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