Been testing Quixel Megascans surfaces in Godot to see if they’d hold up without an Unreal-grade material graph doing the heavy lifting. Short answer: yes, once the import pipeline is set up right.
Bridge has a Godot export preset now, which saves a step — it outputs:
That ORM packing matters. Godot’s StandardMaterial3D has a dedicated ORM texture slot that expects exactly that channel layout, so instead of wiring up three separate grayscale maps you drop in one texture and it splits itself out.
The panel in the screenshot below is one of the rusted corrugated metal scans, applied straight to a test wall with no custom UVs — just triplanar mapping turned on in the material so it doesn’t stretch across the seams. At in-game distance, under Godot’s Forward+ renderer, the ORM roughness response alone sells the material; you don’t need much else on top of it.

For static architecture — walls, panels, industrial surfaces — Quixel scans drop into Godot with almost no extra work beyond the import settings above. Where it gets more involved is anything that needs to deform or blend (terrain, damage decals), which is a separate problem for a separate post.