Ghostbusters HQ in the UE5 matrix demo. More to come soon. The car is 8 million polygons, mainly cobbled together from downloads and then I just up the resolution so I can’t take much credit for the car. I have switched on Nanite - Virtualized Geometry, I have wanted to test Nanite on a hard surface object. Seems to work…
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…
That is a very specific implementation and its different from the type of displacement you could currently do . You could call nanite a type of displacement, but its a specific case of it where the target mesh is created on the fly, and always starts from a plane. The UVs of the source mesh is also automatically altered in…
Week Eleven Day 1- I finished creating all the modular house pieces. Then, I created the master material first in Unreal. Thanks to the tutorial provided by Sander Agelink, I learned how to set up some basic and critical parameters: https://www.youtube.com/watch?v=sJyEVqvOVmQ&t=780s Just remember to convert the textures…
This is a relighting and upgrade project (from UE4 to UE5.2) I did lately to understand capabilities/usage of Nanite and Lumen. I was looking for a time to get into the new features of UE5 and create environments/cinematics or whatever I can do with it! https://youtu.be/j7-cvQIsetc Abandoned Apartment project is already…
This may be the case from UE4 to UE5 ( even when "hearing" differently because of nanite .. anyway ) but it seems beginners are very unsure about this. Therefor all those questions about "fitting" polycount (:wink: ) and topology ?? I think if one business side want something from the other then clear descriptions of the…
Modeling is almost done, which means I have plenty of time for everything else :D I went with fully modeled stones. I tested a few different approaches and this looks the best in my opinion. It allowed me to only use a single material for all of the stone walls and the chimney while keeping the stones' placement aligned…
so yeah, Nanite landscape might be the answer - at least until the 'next gen landscape' thing turns up (which will just be nanite landscape in a dress). I've not assessed performance with actual content in a cooked build yet but it appears to be significantly better than a landscape with no HLODs and in terms of workflow…
Assuming you're targeting modern hardware (series S or better ) If you're using Nanite it doesn't matter If you're not using Nanite it still doesn't really matter. There are only two things you really need to worry about: Memory footprint - a mesh with more vertices takes up more memory than ones with less. This is only a…