The UE5 demo scene is 24 gb packaged, with 75% of the space being taken up by textures. High poly Nanite models barely take up any disk space. Less than normal maps for better results.
Was looking at some ways I might improve the character model and I started looking at metahumans, and then spent some hours figuring out a workflow how I can get the parts I want from it to improve realism, but get rid of the extraneous resources and complexity... what a rabbit hole. I started to think, "this is the…
Update 5: Tested the level in the UE5. Workflow with the use of the second UV channel turned out to be compatible with Nanite, which allows me to significantly increase the level of detail. Now I look forward to the release of the UE5 to fully use new opportunities.
This is an environment I recently made in Unreal 5. Some of you might recognize some of the assets from an old project of mine. I've upgraded them to use Nanite as they had hipoly meshes as a base. and a video of the scene and a post on artstation https://www.artstation.com/artwork/kleQNK
Giants of Valoran is a League of Legends fan art that I started a few weeks ago. I have been working on my stylized techniques for awhile now and I wanted to use this project as a conduit to learn new techniques such as foliage, RVT shaders, and Hand Painted textures, etc. I used Unreal Engine 5.1 to make use of the new…
The Lumen documentation states it's a "fully dynamic global illumination and reflections system that is designed for next-generation (current gen now) consoles" - so no baked lighting with Lumen. If you want to use baked lighting you would have to setup your project accordingly. The question whether Lumen is optimized for…
Finally coming to the end of my rendition of Anastasia Nikulina's Manitou. Feedback would be awesome! http://polycount.com/discussion/186809/wip-manitou-feedback-needed#latest
tangentspace normalmaps appear to be human readable but they are not. you can do some tinkering with them but what you are expecting is simply not possible with these maps. as Pior said, they are based on the lowpoly geometry, their tangents and UV orientation, previewing them as if they are a diffuse map will only lead to…
there is no clear answer here, this is all very dependent on the production you are in. any of these takes would be fine in the right production, any of them could be wrong when the project uses a different workflow. and i assume we will see a fair bit of a shift on unreal productions for static environment props, thanks…
Spoiler alert. You are witnessing the first screenshots of "Table the game" :P He did mention target engine being UE5 and this being a static mesh I would assume nanite comes into play here. I did see the wires on artstation but you should post them here too ziel cmonnnn mannn ;)