I was thinking of doing a Sci-fi scene in UE5 and was just wondering if there was a way to take advantage of nanite doing hard surface modelling. I see how it's beneficial for the kind of giant organic pieces they used in their demos but I was wondering if anyone has created a scene just importing high poly hard surface assets and if so what kind of workflow did they use for materials and stuff.
Maybe I should just stick to the old techniques and see how lumen goes?
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The developer behind Nanite showed off that it works with hard surface models just as well as organic. This was also one of the first things I tried by throwing some Sub-d models into UE5 and they came out great. Model to your hearts content. UV and Material "rules" haven't changed much just do what you used to.
Even a converted Fusion 360 mesh would work.
I didn't watch whole video but I think the point they are making is that because the rendering of triangles is so much faster, sometimes instead of using extra normal maps you can just use geo instead and it's cheaper + makes better silhouette and lighting.
I don't think there is any serious workflow changes for artist, except maybe not doing as much LOD's and some models can use extra geo instead of baking a normal map (or normal map is used for fine details only.)
As others said here, bevels, Fusion360 these are all your friends now. If you want it to sing you'll probably still need to unwrap it and texture it somehow, but Substance and other tools are helpful in this situation.
Has anyone done any tests in Substance painter to see how hi-poly a model it can handle?
This is an interesting approach - there's no textures in the scene below - it's all vertex color:
https://www.artstation.com/artwork/XnQGaw
RVT allows for UDIMS, you can use tileables and masks . etc etc.
you just have to actually think about what you're doing instead of smashing autounwrap and throwing it at painter.
Painter can work on very high res assets - it's texture resolution that knackers it
RVT should allow you to bake projected decals etc. into surfaces. Whether it's turned on yet for Nanite or not is another matter
According to the docs, it's recommended to use virtual textures alongside Nanite, so I expect RVT and SVT to work. Edit: Oh I see you just meant decals, I haven't tried that yet.
And I mean, Nanite is designed to make your life easier, but what we do is never easy
Definitely experiment using vertex RGB for base color and the alpha for roughness.
If you want to use Substance Painter and Nanite, really seems like subdivision modeling might be the way to go. Make a model that subdivides well without edges sliding around too much (evenly spaced edge loops instead of just loops by edges). Unwrap the unsubdivided version, paint either subdiv 0 or 1. Subdivide model in UE5 using the modeling tools.
Experiment with texturing that's driven by triplanar materials and masks.