Ive been using UE4 for some years now and just about to start a new project in UE5. The one thing Im confused about is people say "take models right from ZBrush into UE5" - but what about the whole texturing step? Am I really UVing a 2 million polygon mesh from ZBrush and texturing it in Substance? I guess Im just confused…
I imagine the objective of the showcase/advertising projects from Epic Games is to push the extreme, not to create a shipping game. For a UE5 project you can create assets pretty much the same as you would for a UE4 project. For your own projects, I would ensure good performance when creating the content by setting the…
in almost all cases you probably want to use nanite if you're targeting a platform that supports it (i.e current gen onwards) you can take a standard game asset from your unreal 4 project with all it's materials, textures etc. convert it to nanite and it will work perfectly fine (provided it doesn't feature any of the…
@poopipe thanks for the answer. still a bit confused as to when to use nanite or not? and when using nanite, am I just texturing a higher poly decimated mesh that allows me to forego a normal map?
nanite is good for these reasons 1: it instances extremely efficiently 2: geometry render cost is far more closely tied to screen resolution than the amount of geometry in the model. This means you don't need lods and you don't have to optimise to the degree you would when making a mesh for a conventional system. You can…