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 ;)
Just finished a scene to try and put Unreal's new Nanite tech to the test. Really pleased with how the engine handled all the tris. Its fun being wildly irresponsible with tri-count, haha Here's the artstation where I explain a little of how I put it together and some breakdowns: https://www.artstation.com/artwork/zD085L
Hi, Maybe this is a stupid question but i want to know if with UE 5 and Nanite the materials that exists in my project doens't need to be optimized as before. For example: I have six different fruits. Instead having a texture atlas for all of then, i can use one material per fruit now, without worring about it? Thanks
https://www.youtube.com/watch?v=LnnUti54ij8&t=51s
https://www.youtube.com/watch?v=3sKxDN-I988 Yo! Build this scene for 1 day, lumens + nanite do unreal staff. Only one problem i cant understand how to optimize scene right now cus framedrops unpredictable. More shots on https://www.artstation.com/expy
nice! keep at it. Your cobbles seem a bit melty/smooth, maybe the specularity map needs adjustment, I'm not sure. IMO rocks are really much more difficult to make than they seem; eons of geological history is required to make each rock. If you search for cobble there's a few good examples you can look at…
a good reference would be the matrix demo for unreal. i havent looked at it yet but watched some of the videos they made about it. looks like they just make modular buildings in the typical way and nanite takes care of optimization for distant ones. for windows they use some fancy parallax shader to fake an interior. not…
The reality is the skill ceiling is moving. Unreal Nanite "kills" LoD Level. Midjourney kills Concept Artists. Quixel kills Texture Designer. etc. ... Fuck you Gutenberg that i cant make money for copy a book in half a year. The concept artists need to step up, maybe Storybord/mood and Picture series less single art pieces…
"It depends" Triangles are pretty cheap these days, but you can start running into problems when you get lots of tris that are smaller than 2x2 pixels. With dynamic resolution or upscaling, you want to consider this before the upscaling. Were also still in the cross gen phase and next gen standards are don't really exist…
I've been experimenting with storing a AO, curvature, and mask map in vertex color and then using that information to drive masks within a shader. This works because I'm also using Nanite in Unreal so those meshes are very high vertex count. You can see a quick flash of just the vertex colors at 0:03 in this video of my…
lumen and nanite resource cost are both resolution dependent so (barring any driver/configuration issues) this is indeed most likely due to resolution. You might get a load of frames back if you switch to immersive mode cos the editor UI eats up a shitload of resources. that said though, lumen does not run very well in…