I see no problem. If client likes it, it will pay for it. The best thing is having it all at disposal as seen fit 
This is bad news in my opinion. Why do these groups have to sell out in the end? It limits their freedom to some extent and it starts funneling the users into whatever camp that benefits the larger company.
As much as I was excited for Quixel products (ready to buy), this only adds more weight to what Lubos is doing with Armor paint, as well as Blenderâs development as a whole.
Unlimited Megascans access for UE4: If you have an Unreal license, just sign in with your Epic Games account to get unlimited access to the Megascans library. This Megascans access is licensed for use with UE4 based products only and treats Megascans assets as UE-Only Content under the Unreal Engine End User License Agreement.
link: https://help.quixel.com/hc/en-us/articles/115000599329-What-is-the-difference-between-the-licenses-
also down the page you linked to:
The Megascans library is now completely free for use with Unreal Engine.
That means that if you are using Megascans with UE4, you get free, unlimited, and instant access to all of Megascans through Bridge and Mixer, and a wealth of Megascans packs on the Unreal Engine Marketplace.
and:
-Can-I-use-Megascans-in-non-UE4-based-products-/subscription)
Yes, choose one of our subscription plans to use Megascans in any tool.
So be sure what youâre doing with the assest if they come from the UE4 license ![]()
Wow. Thatâs all I can say. Just, wow.
Iâve been looking for a solid Substance Painter alternative, and now, Iâm suddenly finding a top tier competitor land in my lap for free? ITâS CHRISTMAS IN NOVEMBER! 
been using quixel since itâs inception!quixel suite 2.3.2 i think was the last.
very magnanimous of them!
of course support for suite has not stopped sorta but there will be no updates.
I hope this extra cash allows them to create more scans and a better Mixer
Allright my bad, you meant the use of megascans in other apps will need subscription which is fine.
But this statement is wrong I believe. You can use the free megascan assets in Unreal commercially.
By the video above, it looks like Mixer is about to see some massive improvements that may put it on par with Quixelâs old nDo and dDo Photoshop plugins.
I can understand some of SaintHavenâs concerns, but unlike what Adobe did with the Substance Suite, where you KNEW they would eventually nix the perpetual licenses at some point, there donât seem to be any immediately discernable downsides to Epic buying Quixel. The worst they could do is make the Megascans exclusive to UE4, but thatâd cut off a profitable revenue stream for Epic and Quixel, given theyâre used by everyone from indie game designers to big Hollywood effects studios. It makes more sense for them to use them as they current are, a way for Epic to tempt people away from their competitorâs engines with a nice carrot, but without any stick behind it to beat them with.
You can still buy Megascans to use wherever for whatever like you always could, but if you use UE4, you get them for free.
It seems that Epic is doing everything it can to make sure that Unreal is the only game engine worth bothering with. If Ton can use their money to massively improve Blenderâs integration with Unreal then I think weâll see a much higher adoption rate of Blender in the gaming industry.
Imagine painting Quixel textures with upcoming Blender material painting function that they talked in Bcon 2019. That will be big feature leap.
Iâd still like to see something like Armory get more attention though. FOSS has a certain freedom, free from licensing fees or royalties.
True. Hopefully it will get some more love.
I think Blender in time gets even better painter. I have heard it is really hard to help when it is written in strange Haxe language and haxe depends on anoter thing called Kha. Integrated paint will be better in blender too and no need jumping between apps.
Haxe is also a boon, as it opens up the door for multiplaform support which can be a problem for some open source licensed game engines. New stuff is just harder to push when so many people are stuck in the old.
Quietly disables Substance plugin in the Unreal EditorâŚ
This is a pretty fantastic move by both companies. I used to be pissed at Teddy for abandoning Quixel Suite. I bought into it way back in version 1 beta, but it was crap and I moved to Allego. I think this announcement earns my forgiveness.
Mixer/Bridge look like they will be upgraded beyond the toys that they currently are(I still have over 200 unused points on Megascans) and free is free. Meanwhile, Allego announce the perpetuals axe and Alchemist is out of the future deal. This wonât really make a dent in existing Substance pipelines - Designer is still the Zbrush of ts niche with no competitors - but it will certainly feed into indie and freelance pipes and I could see Blender/Houdini/UE4/Quixel as a popular future pipeline.
Can someone explain something to me? I was expecting that weâd only be able to download the assets through Quixel Bridge straight into Unreal. But I can just download any asset and it saves it as normal textures or FBX files. Is this supposed to happen? Cause then whatâs to stop them from being used in any software?
I thought about this and assumed it would automatically pack them to Uassets that could only be migrated to other UE projects. For instance, the Paragon texture assets are locked in Uassets and the textures canât be exported because the source files arenât available locally.
If that is the case then there is nothing but good faith and the licensing.
Now this are indeed great news - wonder how Adobe will react⌠buying Unity perhaps? 
or overthink the âsubscription onlyâ situationâŚ
popcorn please!
This is some really awesome news and after reading a bit more it is indeed completely free even for commercial use if you use the UE4 engine!
Someone post that you could not use it commercially but after reading this i think you can use it commercially without any problem if you use UE4 ;