arandomguy
Veteran
Isn’t it done for the source asset anyways? Developers with lower budgets would probably be better served just using the Quixel assets. Their quality is truly industry leading.
I don't believe all source assets are detailed to that extent. More detail costs time/money. That would add up rapidly if you're scaling up an entire game's worth of assets.
In terms of just using Quixel (or other stock) I'd think a concern here would cohesive fit. For the UE demo for example if you kind of think about it the character model, which is likely not Quixel but original, is somewhat out of place (just immediately it has a more "toon" look versus the photo realistic assets) compared with the Quixel stock environment assets. So even in a single level slice essentially you have a cohesiveness issue in terms of the overall presentation.
As an side this is a general concern I've had with photo scans (or photogrammetry) as some sort of panacea for photorealism. There's always been a slight cohesiveness issue to me in that the rock terrain for instance end ups being super photorealistic and detailed but then that doesn't match the more "fantasy" original elements of the game since those don't exist to get created via photoscans but had to be done by hand.
You see this issue with the Hellblade 2 screenshots above as well. The character model and the background environment don't really match. The former still obviously looks like a game model but the latter could be a real life photo.