Archive translation. Specifications, services and availability reflect the original publication date in 2021. Verify current compatibility before production use.
From Megascans to SpeedTree
Swedish environment artist Karsten Malmquist documented a procedural-grass project built with Unreal Engine 4, Megascans and SpeedTree. The workflow covers moving source material from Megascans into SpeedTree before preparing it for the engine.
Malmquist studied game development at The Game Assembly, interned at Portal Play and Star Vault, contributed to Mortal Online 2 and later worked at Ernst & Borg Arkitektur in Malmö.
Shader, landscape and optimisation
The breakdown proceeds through grass-shader setup, landscape materials and optimisation. The full workshop remains available at 80 Level. Verify asset licences and current engine behaviour before production use.
Würde gerne mal eine Executable testen!
Frag ihn doch einfach mal?