I totally support what wilson66 said but sometimes you really have to do it that way , normal map only . Any instanced geometry that multiplies in a frame uncontrollably and you couldn't have a close LOD switch because of geometry grouping for example. Not an issue for Unreal perhaps with its screen space Nanite system but…
You can bake to a (tiling) lowpoly mesh matching the highpolys shape. Then construct your elements from that tiling mesh. This is probably along the lines of what sprunghut wrote. If you choose to bake trims to a plane, make sure the highpoly geometry reads well when projected (90 degree corners or overhangs won't show).…
This is actually a similar case to Nanite in a sense that gpu can work in a more parallel way, when the data is provided in a texture. Niagara in Unreal holds a lot of data in textures. 1 sprite ->1 pixel on the atlas. An operation can be applied on all sprites at once (SIMD). A texture is just a 2d array. Or multiple 1d…
Yeah, I agree that the iPhone is very limited in quality for the camera. Any smartphone for that matter. I don't have any professional camera or any camera besides my iPhone Xs and my friend's phone which I used to take photos (iPhone 12 Pro Max). The results still look great but I'm going to try Meshlab which is free and…
Hello! I have created a Feudal Japan scene during 2020 lockdown. Being very heavily inspired by that Feudal Japan challenge, I wanted to create a showroom. After 3 years, I have decided to come back to this project and give it a up to date optimization with the latest technologies in Unreal Engine (Lumen, Nanite etc) and…
I was watching some videos of people playing mods on an RTX 3090 and it looked kind of trippy. It looked like a film but something just felt off. Everything was accurate, at least as far as I could tell, but I couldn't tell why I knew it was CG. But after awhile I came to 3 conclusions. Camera movement, repetition and last…
Hi! What kind of large assets, organic or hard-surface? If I remember correctly, in Unreal tangent basis gets generated only for UV0, which make blending normal maps based on 2 UV sets not applicable by default (search for something like "ue normal map on uv1" and you will find some threads and workarounds). Or just make…
Oh hey there, fellers! Haven't posted here in a while, and wasn't planning to tbh, art has gone from a passion to a hobby for me so I don't do this as often enough as I'd like. Anyway, the scene is pretty much done, just figured I could post it here first in case there are any glaring issues I'm missing or if there are…
Quite a few things. First of all when you create materials, imagine that a 2k texture is about 2 meters long. The leaf materials (or decal?) makes it look flat, remove that. Your wall tiles have this dirt patch on the right side that your eye can easily spot, so they look repetitive. The wall plaster above it, is ok. The…
Hello again! Starting up a new environment project after being quite busy aside from making art. I've set my own time restrictions and goals to try and push me to work on it whenever I can. The main idea is to make an optimized game-ready environment partly using the new nanite technology in UE5. I've been recently quite…