[Tutorial] Ultimate Guide to Start Your Journey As An Environment Artist Salam You can find the Tutorial in the links below: https://flippednormals.com/downloads/ultimate-guide-to-start-your-journey-as-an-envionment-artist/ref/ArashAref/ This "37 hours" highly in-depth Tutorial is for people who want to start their journey…
After seeing Ankit Garg's redesign of Link from the Nintendo series The Legend of Zelda, I decided to redesign the goddess statue from the same series to be my hero assets in the scene. https://www.artstation.com/artwork/bg0LZr (The Goddess statue from The Legend of Zelda series) I am aiming to redesign the statue as a…
Hi!! =) This environment was one of the two final projects I completed for the Environment and Props Master's Degree at Voxel School, and it was created in 5 months alongside this prop NEMA Machine (a WWII encryption machine). This time the goal was to recreate a concept art and do just a beauty shot of the environment, so…
Hey everyone, I’ve been trying every possible way to create high-quality grass (clumps, density per m², etc.) that is optimized and functional in Unreal Engine 5 with a 4070 Super. I’ve looked at some presets (like those from Quixel Bridge), and noticed that a single clump of grass can go up to 6000 tris — but with Nanite…
Alo, wasn't active here, but here's the progress so far. Updated storyboard- Shot4- Working mostly on shot 4 now. Figuring out workflows in Nanite and Blender. test surface mask test blend mask shader tests Lastest screengrab Gif progress so far- Youtube -https://youtu.be/-mlVTfCAZfg Geometry nodes- Started getting into…
the point of nanite is that you just use that higher resolution mesh and don't use normal maps in the game, and this is meant to be overall lighter amount of resources, since the triangles cost less than the normal map whether or not you'll actually do that is a question that has to take into scope the entire production of…
The first thing I did was to plan my environment and create the blockout. As I am using nanites I am not so much worrying about polycount. Of course, there are no crazy amounts of tris, but for some parts like the Jesus statue I just decimated it from and created auto UVs and then created textures.
This is in editor rather than at run time - the problem is entirely on the game thread (gpu time is under 20ms) Times double if the landscape is converted to nanite Edit layers are disabled although that has made no diffrence This is a 4km square landscape converted from normal level to WP (starting an empty WP level is…
We (Notiontheory) are an expert team of Unreal Engine Tech Artists and Engineers, with over 10+ years building Unreal games and applications for world-class clients and partners. Our expertise covers all areas of Unreal Engine, and you can visit our website to see a portfolio of work and learn more about the Unreal…