I still wondering how they make the uvs. There are several ways but wont call them efficent. I would do them first on my base geo and make sure Zbrush wont destroy them. But if i go that route i would miss a lot of features in zbrush. I assume the uvs are done in zbrush or automatic in substance but those uvs wont be efficent.
I still wondering how they make the uvs. There are several ways but wont call them efficent. I would do them first on my base geo and make sure Zbrush wont destroy them. But if i go that route i would miss a lot of features in zbrush. I assume the uvs are done in zbrush or automatic in substance but those uvs wont be efficent.
You´d have to ask quixel that. They are already doing it with their megascans assets, which obviously start out as highpoly assets. Or you can just look at their assets to see how efficient they are.
Sounds like UE5 is going to generate it's own UVs and textures for use with Nanite, don't know if those will be exposed, and your own UVs will be separate and preserved. Sounds like you could use your own UVs and have them laid out however you want, and inefficient as you want.
Nanite objects can be moved with destruction, but not deformed.
"Join us at 10am EDT on May 26 as Chance Ivey, Senior Technical Designer at Epic Games and Galen Davis, Producer/Evangelist for Quixel at Epic Games provide a first look at new game development tools and workflows that will be available with Unreal Engine 5 before exploring a new sample project."
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I would do them first on my base geo and make sure Zbrush wont destroy them.
But if i go that route i would miss a lot of features in zbrush.
I assume the uvs are done in zbrush or automatic in substance but those uvs wont be efficent.
Or you can just look at their assets to see how efficient they are.
And so, how could pipeline look like?
HP > autoUV > texture > Unreal > fracture/destroy?
Demo kinda shows the possibility but I did not see it being specified anywhere.
I assume UV's are just whatever, islands all over the place.
But UVs can be very handy, so you don't really want to lose that feature.
Nanite objects can be moved with destruction, but not deformed.
https://www.youtube.com/watch?v=d1ZnM7CH-v4
You beat me to it, I can’t wait to see this.
Unreal 4 has come so far since 2014 and I can not wait to see where UE5 take us.
I wonder if they will show the user interface and if it will be any different, so far it looks just like UE4.