Building Worlds with UE5 and the Quixel Ecosystem
summary
Slides and clips demonstrate that photogrammetry pipelines (Quixel + RealityCapture) and a sketch‑phone app RealityScan produce usable assets in UE5, including Nanite quality meshes, and stitch into LED‑stage scenes and Megascans environments. The library already exceeds 16–18k assets. Tests show mobile scans converted to mesh‑to‑MetaHuman in under an hour, field shoots in Sweden yield assembled realtime scenes, and RealityScan aims for public release to let hobbyists and pros alike scan and deploy content quickly.
AI-written summary · about
chapters (18)
- 0:00Art to technology
- 11:46Speaker background
- 13:14Animation and motion capture
- 15:21Real-time 3D and metaverse
- 17:06Quixel and photogrammetry
- 20:22Megascans and democratization
- 22:31Virtual production workflows
- 24:40Raw to ready content
- 25:24Future of metaverse content
- 27:08Quixel’s mission
- 28:12Quixel’s scanning process
- 31:02RealityScan revolution
- 33:19Testing RealityScan
- 35:07Photogrammetry today
- 36:16Scanning and MetaHuman
- 37:25Industry impact of scanning
- 38:49Scaling digital content
- 40:20World-building present and future
related talks
31mUnreal Engine in 2021: MetaHumans, Quixel, and Beyond
18mDesign Visualization Using UE 4.23
25mUsing Unreal Engine in Simulation Applications
21mReal-Time Archviz
59mThe Making of “Alpha Point”—UE5 Technical Demo
19mCreating Unreal Visualizations with Twinmotion
42mEnabling a Look Development Workflow for UE4
47mUnreal Engine for Next-Gen Games
