Hello! Here’s another update on my new project 🙂 I’m still working on graybox shapes, scale, and composition. At this stage, I’m introducing placeholder assets to strengthen the storytelling while keeping the scene clear, readable, and free from texture or material noise. One of the ways I generate ideas for this project…
art direction and attention to detail has been on the decline ever since it's been cool to fire senior developers with decades of accumulated knowledge in order to outsource and save money. Our tools are more advanced than ever before, but tools are still tools, and require the skill to use them effectively. This is…
nanite and marketplace assets haven't made good topology or making your own assets obsolete. Nanite is an edge case that has limitations on what you can and cannot do with it. I can see it being useful with high detail rendering, but for most video games I don't think it's worth using. Marketplace assets are good for…
You can use the modeling tools in ue4: https://polycount.com/discussion/226746/tutorial-creating-highpoly-meshes-for-nanite-using-editor-modeling-tools-and-displacement-ue5#latest or apply the displacement map in a 3d modeling program before importing into ue4 as nanite.
Nanite is not designed to make your life easy, it's designed to support much higher fidelity assets at a reasonable level of performance than would be achievable using previous methods. RVT should allow you to bake projected decals etc. into surfaces. Whether it's turned on yet for Nanite or not is another matter
Hi guys how do you render hair cards in UE5.2? I having some problem with shadows. You can see the different result with different settings . i also changed virtual shadow map to shadow map but it change shadows poorly... The only option more accurate is active Nanite on hair mesh with Virtual shadow map but the opacity…
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,…
There's no point using Alembic files if you're going to export to Unreal. Just use Nanite meshes in Unreal 5 if you want something super hipoly. You can import a 1-2 million poly mesh using Nanite and it'll draw just fine. It might take 10-15 minutes to import. many of the bigger meshes in this scene are 1 milliion polys…
I really thought we'd see some stylized games built around simply clean sub-division modeling with nanite/mesh shaders by now, but unfortunately that doesn't seem to be the case. I always liked the look of of simple shading on clean smooth meshes and thought it could translate.