Ive been working in UE4 for a project the last few years but have now been jumping over to UE5 for some personal projects. What are the must-adapt-to workflows that have changed from UE4 to UE5 for environment artists? I know nanite/lumen, but Im talking about more workflow changes...are there any? I see some artists…
Here is my take on Simon Stalenhag's Echo Spheres from Tales from the Loop rendered in UE4. Foliage uses UE4 marketplace assets. More images on my artstation here - https://www.artstation.com/artwork/Oovarw
If you look where they meet the floor, they look a little wonky. UE4 unquestionably uses X+ Y- Z+; if you're baking for UE4, you should use those settings in xnormal, or toggle the "flip green channel" button in UE4.
Cascade and the material editor in UE4 is very similar to UE3. I haven't seen that DVD, but I'd think 90% of it would transfer to UE4. The biggest difference is anything set up in Kismet would be totally different now that UE4 uses Blueprint.
I have Blender 2.92 and UE4.26. I also have the official 'Send to Unreal' addon for Blender. Just one thing bothers me about Blender to UE4. The units in blender to UE4. I'm trying to create a modular environment kit. Know I think that the 'Send to Unreal' is fixing the scaling when exporting to UE4 but this doesn't fix…
UE4? Very cool. Is lighting still baked in UE4 or is it all real time now? Heard they went back and forwards on this not sure where they ended with it.