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The general for Unreal Engine, arguably the best real-time 3D renderer available. It's also open source and free to use. If you have any questions, ask away.

What projects have you been working on lately? What features are you eagerly awaiting?

News:

>UNREAL LIGHTING CHALLENGE (must be submitted before June 26th)
https://www.unrealengine.com/en-US/blog/are-you-a-lighting-master-enter-our-new-unreal-challenge-today

>Metahumans update, including mesh to metahumans
https://www.unrealengine.com/en-US/blog/new-release-brings-mesh-to-metahuman-to-unreal-engine-and-much-more
https://www.youtube.com/watch?v=xOVyme4TFZw

>Featured free Marketplace content—June 2022
https://www.unrealengine.com/en-US/blog/featured-free-marketplace-content-june-2022

>Automotive content has been updated for UE5
https://www.unrealengine.com/en-US/blog/start-your-engines-our-automotive-content-has-been-updated-for-ue5

Nvidia Build of Unreal Engine:
https://github.com/NvRTX/UnrealEngine/

Previous: >>875162
>>
I'm tempted to fuck around in ue5 and try to bring some of my dumb ideas to life
>>
>>902644
>Unreal Engine
ah, yes.
the other popular chinese spyware.
the main one being tiktok.
you've been had by a lighting system, anons.
just let carmack do his thing and he'll make ue a yesterday.
>>
>>902930
You are a complete moron
>>
>>902930

Compile it yourself and gtfo you faggot
>>
Can someone confirm what an anon told me earlier about how good animation retargeting was in Unreal ?
I'm going to rig and animate a placeholder character that might be bigger in frame than the character I'm currently working on and I'm scared it'll fuck up all my animations when I'll switch the placeholder mesh to the new one.
>>
Anyone else thinks unreal engine insists upon itself and is insufferable? Its really not that good.
>>
>>902644
>scanned rock formation #5977 looks good
>anything else exposes the shitty lighting instantly
lmao every time
>>
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>>903032
The goblin is a store asset I retargeted onto, the mannequin is a bought animation, the elf is my own with the store asset skeleton scaled down and with the arms moved down and made less wide. The weight painting is also not much beyond blenders automatic.
>>
>>903040
Idiot.
>>
>>903050
typical braindead shill response
>>
>>903040
>unreal engine
You misspelled Unity
>>
>>902930
loooool
>>903032
animation retargeting is so good that it successfully retargeted a sculpt
>>
>>903058
>shilling free software
>>
>>903162
free software != software that collects royalty after a certain percentage
>>
>>902644
Can you make coom art with unreal?
>>
>>902644
I'm a complete noob in rendering so does this mean it's easier for me to render out an animated scene in UE than in Blender?
>>
What is the recommended way to make animations in Blender then import them to UE?
Free, please.
I read Rigify + Uefy. Or Auto Rig Pro. But those cost money.
>>
why not just use unity?
>>
>>903407
Because Unreal Engine is better.
>>
>>903388
Watch this entire playlist:

https://www.youtube.com/playlist?list=PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3

and don't skip any videos. Watch every minute.
>>
What are the advantages of creating your own rig? As opposed to re-targeting the Epic Skeleton?

If I'm making a game in Unreal, should I be rigging my characters to the Unreal/Epic Skeleton? Is that the common indie workflow?
>>
>>903474
I feel memey say this, but is there a good porn animation guide.
>>
>>903473
>Nanite and Lumen not supported in VR
>No tessellation
>Empty project is like 2 gigabytes
>Huge stuttering because of shader compilation
>Need something that cannot be done with blueprints? Have fun recompiling the entire engine
>>
>>903601
>Need something that cannot be done with blueprints? Have fun recompiling the entire engine
This is how I know you're an idiot with no idea what you're talking about.
>>
Is it true that renaming your project is a huge pain in the ass?
>>
>>903601
>>No tessellation
This one seems to really be a problem, apparently it doesn't work in UE5? I've seen a lot of people caomplain about it. Did they decide they want to go full Nanite instead? How will that work with the terrain though, it loses flexibility. I ain't importing hundreds of small 500k ground meshes to build my terrain.
>>
>>903926
They dropped it a few versions ago and pulled a unity depreciate without an alternative.
My guess is they want to tie it with nanite but that could be awhile.
You can displace a mesh with the modeling tools but it's a lot less flexible compared to shader tessellation.
>>
Is nanite good yet?
>>
I wanna make a game. Is this general good for advice? Or is there another one?
>>
>>903926
Tessellation is a fucking meme. Its uncontrolled, and requires specific base geometry to even get good results. You can achieve most of the same effects with pixel space offsets or other options.
>>
>>904014
what a dumb question
>>
How should I go about animating a character in first person perspective?
Should it always be just two arms and nothing else?
If I wanted to convert a fully modeled and rigged 3D character for first person perspective, should I just delete all the bones and verts besides the arms? Would that even work?
>>
>>904153
youre going to need the full body because

1) you are going to be seeing player B doing the exact same animations with their full body when they go to attack you

2) reflections off of mirrors and water etc wont look right at all with only the arms
>>
>>902644
This engine is trash... maybe its good for movies.. but for games this is garbage.
>>
>>904159
Then explain why the Unreal Mannequin uses just the arms for the first person template.
>>
>>904162
t. moron
Just because you put all your eggs into the Unity basket does not mean Unreal isn't a great choice for games.
>>
>>904224
>template
>>
>>904228
So? They made it that way in the template for a reason. It's meant to serve as a basis for a first person shooter.

And who said anything about player B anyway?
>>
>>904229
>basis
>>
>>904230
Idiot.
>>
>>904231
Good luck with your floating arms, retard.
>>
>>904233
I already know you're a complete idiot with no clue what you're talking about when it comes to game development. No need to dig yourself deeper.
>>
>>904234
I'm not the one struggling to comprehend simple words such as basis and template. Small clue: What they don't mean is "the entire fucking game".
>>
>>904234
read >>904159 again. To add to that list, even your shadows will look wrong and if you ever even look down at your feet, well, they wont be there. Heres a protip : its not 1998 anymore. Also, epic for a lot of things has no idea what they;re doing. Dont trust them. Hell, half of their company is literally owned by one of the most oppressive, anti human rights governments in the world, the CCP. They simply dont care.
>>
>>904235
If there was any reason to render the entire player character for a first person game, it would be rendered in the template you utterly braindead idiot. They only use arm meshes for a reason.
>>
>>904236
>unitycuck crying about chinese ownership again
Immediate discard.
>>
>>904237
You've already been given 3 out 20,000 reasons. Feel free to ignore them like the retard that you are.
>>
>>904238
i dont use unity, i have a different, vulkan engine
>>
>>904239
Reasons provided by tech-illiterate idiots like yourself don't carry any weight. You know absolutely zilch about gamedev and have no credibility.
>>
>>904241
Thanks for your opinion, template guy.
>>
>>904241
you sound exactly like that idiot who was trying to prove that people with 20 years production cg experience didnt know what they were doing, like 2 weeks ago. Get out of this board and get a life
>>
>>904242
>opinion
You are factually an idiot.

>>904243
It's not my problem you're an engine-illiterate moron who thinks it's necessary to render an entire player character from first person perspective you stupid idiot. It's also embarrassing you think you know better than paid professional developers who actually make the engine.
>>
>>904244
You will never make a game.
>>
>>904245
No need to project your insecurities, idiot. You lost the argument, swallow your pride and move on.
>>
>>904246
There is no argument, you simply can't see far enough ahead to develop your own game. It's ok to be clueless.
>>
>>904247
You're still digging yourself deeper, idiot? You already got exposed as a moron. You don't know better than the Epic developers, or any game developers for that matter.
>>
>>904248
So show us how it's done, champ. You won't.
>>
>>904249
You've already been shown in the template by people far more qualified than an idiot like you could ever dream of being.
>>
>>904251
No, the template shows how to do the most basic thing, mainly because retards like you need spoon-feeding. It's like the way the same template has the most basic environment, because again, a retard such as yourself could not handle any more information. But obviously a real game would have much more detailed environments and models, because they are made by real developers, not retards who think an example is the end product. You can go now.
>>
>>904252
>No, the template shows how to do the most basic thing
If there was any good reason to render the full character from a first person perspective, the template would reflect that.
Alas, you're a complete idiot, and desperate to rationalize your terrible workflow practices. Not my problem, moron.
>>
>>904253
>terrible workflow practices
>oh shit my game needs the full model for X reason and now I have to scrap 8 months of work and redo every animation
>so that's why they were laughing at me on /3/
>>
>>904255
You lost, idiot. No need to dig yourself deeper.
>>
>>904253
have you ever even made a single level of a fps game, not even a full game? Why do you ask questions, and when given the answer with multiple bullet point reasons, reject them and lash out? Oh wait, its because you are a troll, just like you were in your last thread. Point and laugh, everybody.
>>
>>904257
>ask question
>get answered by complete morons doubling down on their own stupidity
If you don't know the answer, next time just swallow your pride and don't answer. No need to embarrass yourself moron.
>>
>>904258
the only one embarrassing themselves is you. Respect your elders, son
>>
>>904260
>deflection
As expected from a pea-brained idiot like yourself.

Again, you have zero clue what you're talking about. Stop giving advice when you're a beginner.
>>
>>904257
Raising the royalty threshold was a mistake.
>>
>>904261
>Stop giving advice when you're a beginner.
>literal cut and paste from his last troll thread

lol, grow up and make something, idiot
>>
>>904263
Ok, so on top of being a complete moron with no idea what you're talking about, you're also a schizo. Good to know.
>>
>>904264
>claiming someone is a schizo
>when he is clearly the same poster that im referring to from 2 weeks ago who got so assblasted and BTFO with the exact same posting style and idiocy

you are done here, everyone can recognize your posting style you clown
>>
>>904265
>claiming someone is a schizo
>when he is clearly the same poster
Yes, this is exactly what schizophrenia is, idiot.

Keep doubling down on your stupidity, you're still a beginner and a nodev at the end of the day, and you still don't understand anything about this subject.
>>
>>904267
are you done yet?
>>
Imagine getting filtered this hard by a template.
>>
>>904270
Imagine being too stupid to understand why the template uses arms instead of a full character mesh.
>>
>>904271
Imagine you ever making a game. I can't.
>>
What is the best way to flood a room in real time in a 3D game?

Would I need something like Houdini to make this work right? Engine is Unreal.
>>
>>904279
Depends.
>>
>>904281
>idiot is still giving people trash input
>>
>retard still hasn't made a game
>>
>>904283
>enters the unreal general on /3/
>tries to answer questions you don't understand
>cries after getting BTFO
You are so embarrassing and stupid it's funny.
>>
>>904284
I honestly don't know why you are so upset all these hours later, no one is stopping you from learning how to make a game.
>>
>>904287
I know you shouldn't be a retard and try and make an actual FPS with a pair of arms, so I'm at least twice as knowledgeable as you.
>>
>these 2 guys have been arguing on 4chan for 6 hours straight
>>
>>904289
Hate to break it to you, but a template isn't an actual game.
>>
>>904291
You were already destroyed on this point, idiot. No need to dig yourself into a hole again.
You do not know better than paid professionals at Epic. You're a loser and a beg.
>>
>>904292
You're basing all your assumptions on a company that doesn't even make FPS anymore. How unfortunate for you.
>>
>>904293
>t-they haven't made an FPS for a while, that means they don't know what they're talking about and i know better than them!
You're such a sad idiot lol.
>>
>>904297
That's how it works when you appeal to authority, you have to actually appeal to an authority. It's like someone citing your opinion on the matter, you don't make FPS games, so what the fuck would you know? Now if you had cited Activision, you may have had a point. Except for the fact that Activision uses full models in their FPS. Because only a fucking retard wouldn't AKA you.
>>
>>904309
>appeal to authority
Pffahahahaha, yeah citing the literal developers of the engine is a truly disingenuous logical fallacy isn't it?

I mean holy fuck, you're such an idiot it's actually insane. Your brain is literally broken beyond repair.
>>
But we're not talking about creating engines, we're talking about developing a specific game. It's like pretending a guy who makes boots could manage a football team because footballers wear boots. Another logical fallacy to add to your list of copes.
>>
>>904313
Not using the reply function just further illustrates your insecurities, idiot.

You tried to claim you knew better than Epic's own developers, and you embarrassed yourself. You're a colossal fucking idiot with absolutely no idea what you're talking about. It's hilarious watching you crash and burn, desperately trying to rationalize your idiocy.
>>
>>904224
>Then explain why the Unreal Mannequin uses just the arms for the first person template.
Some games have floating arms (Unreal, Half Life 2) and some have floating arms + legs (Halo since Halo 2, GTFO).
If the game is multiplayer there's a whole separated character model rendered only by other players, if the game is single player that model might be useful to cast a shadow and make everything more immersive.

Some games just use one model for everything (I guess Kingdom Come Deliverance, Mirror's Edge).

It's a design choice and I like the latter.
>>
>he now retreats into strawman arguments
Guaranteed (You)s
>>
bottom text
>>
>>904354
sneed
>>
Can Unreal handle as much geometry as Clarisse?
>>
>>904494
No.
>>
I am in the market for a new graphics card. Should I get a amd one with lots of vram or a nvidia card with like 8 at most?
>>
>>904713
Get a 12gb 3060.
>>
>>902644
Which version of UE is the best?
>>
>>904948
Depends.
>>
>>904723
not a 6700?
>>
>>904723
>>904971
Vanilla RTX 3060 here. The 12 gb is definitely worth it and you can run all shit with it.
>>
>>904992
It's a bit of a tradeoff for gaming.
>>
>>904997
not really, no. According to the latest steam survey, only 2% of all gamers use 4k displays. When you develop games you have to develop them for the main target audience (1080p)
>>
>>904998
I mean personally too, it struggles with raytracing games and [spoiler]warhammer 3[/spoiler]
>>
>>904997
Not really I use 1080p and can run modern games on ultra without raytracing.
>>
Well, looking into I am starting to think the pros outweigh the cons. I don't see any reason for it to be a bad match for ue5 either.
I don't know much about production cards so I assume substance and zbrush will like it more than amd or a low vram card?
>>
Any tutorial on making advanced splines ? Stuff like to manage when two spline cross each others and things like that?
>>
>>905001
ultra is a meme, there are many many videos about that.
>>
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Is there an easy way to put dicks and tits on "metahumans" and make porn with them in unreal5
>>
>>902930
>just let carmack do his thin
Carmack hasn't been #1 for 20 years.
>>
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>>902644

anyone doing motion graphics with unreal 5?
>>
>>904238
The 3d industry is always planning for the future and how to improve and optimize pipeline workflows to stay on top of the game. The main technology they are whispering about more than ever is Unreal 5 in terms of heavier adoption beyond gaming. Ultimately is matters what makes life easier for artists in a back and forth pipeline environment at a big studio.
>>
How important is the value of an albedo if the entire scene blends well together value-wise, even if the albedo of individual assets may be darker (or lighter) overall than it should be. Would just correcting the exposure to balance it out provide the same results? Would a higher lighting exposure on an underexposed albedo be the same as a lower lighting exposure on an overexposed albedo?
>>
>>906260
The albedo has a strong influence on secondary bounces. If your albedo is to dark it'll mess up the Global Illumination.
Its better to keep the albedo physically correct (neither too dark nor too bright) and then mess with the light intensity or exposure.
>Would just correcting the exposure to balance it out provide the same results?
No
>>
>>906261
Thanks, that's what I assumed. Changing indirect lighting intensity in PP wouldn't work either then? I wish I could find a good visual example of these behaviors, though, to truly understand how it affects the bounce. I might have to do it for myself.
>>
is it possibel to make a game only from default materials and not using a 3d modelling software?
>>
>>906140
https://www.youtube.com/watch?v=U5KbRAyU6rI
>>
What would be the best way to create a water firing effect in Unreal? Like if I wanted water to be blasting out of a large pipe.

Is this best done using Niagara's toolset alone? Or is it better to outside it into something like Houdini? Obviously the flooding water simulation effect would need to be baked.
>>
Some neat Game VFX
https://www.youtube.com/watch?v=IPwcxIyIybE
>>
>>902644
Do you guys know any good Unreal Engine tutorials for a newbie?
>>
>>907036
Reddit animation.
Reddit vfx.
>>
>>907071
https://www.youtube.com/watch?v=k-zMkzmduqI
>>907122
show your work then
>>
>>907182
not him, but he is right.
>>
I want to easily create some more or less realistic terrain, put all my shitty models I've made into it and then check them out first person. Is this possible in UE? Basically limited scale world-building in which I can then walk around.
>>
>>907182
Not him but I did the castle thing already, its about creating an enviroment and not a game
Where do we go from here? Just start prototyping?
>>
>>907269
Yes, it even has a first person template you can use so coding isnt required
I would even say Unreal is overkill for what you are trying to do desu
>>
>>907280
Nice. I've checked few videos, it looks great.
>overkill
What else to use though?
>>
>>907281
Dont know of any alternatives besides Unity which is arguably even more overkill
>>
fluidninja is free this month
>>
>GTX 1060 is slow as dirt with Lumen in the UE5 editor

Looks like this is finally it for the GTX 1060 isn't it?
>>
>>903046
you do anything special with the lighting?
>>
>>906138
socket them to the model
>>
>unity is now malware
Unrealchads just keep winning.
>>
>>907285
What is it? What can I use it for?
>>
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>>908195
...should we tell him?
>>
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unrealbros, real question here. how long it takes to master this engine?
>>
>>908595
That stands in direct relation to your IQ and your general motivation.
Its not less but probably more than an average DCC like Maya which is already twice if not more complex than Blender.
I am using it for 5 years now and I have only scratched the surface, but to be fair I am only using it as an realtime renderer, I have no intention to make a game with it. Even with this limited use-case, I still feel like there is a deep end that I haven't explored.
>>
Why can't I download my Metahumans? Bridge says do it in Unreal 5, so I tried through Unreal 5, but I still can't download anything.
>>
Is there a general rule what should be the skylight intensity with Lumen? Seems like I should just change the sunlight value and leave the skylight on default.

Also what about changing a default indirect light intensity, what's the most correct value?

And a third thing - what do you think about using real world values for lighting, e.g. sun should be 120,000 lux afaik.Not sure I see a difference if the camera exposure is auto. Maybe the bounce is calculated better from some forum posts I've seen, but others are not sure it really matters either.
>>
After the recent update, it seems that virtual shadow maps don't work at all for me anymore. I can't get soft shadows by increasing the radius. Anyone else with the same problem?

It might be due to my old drivers, but I can't really update laptop drivers with generic ones and there are no new ones to install.So probably it's a very specific issue. Nanite doesn't work for me either. Time to upgrade my desktop again I guess, it's gonna hurt the wallet.
>>
What are pros and cons of vertex painting vs an RGB mask (or a splat map as it is also sometimes called)?
>>
>>902930
>carmack

Carmack hasnt produced anything groundbreaking since he turned 30. That brain of his had 10 years of superpowers in it, then he got old.

Your IQ peaks at 21 slowly falls from there.
>>
>>910580
Funny that in my 20s I was addicted to drugs and alchohol and doing nothing and unemployed and now in my 40s I'm employed and have moved the industry forward
>>
>>910580
>Your IQ peaks at 21 slowly falls from there.
Dude, with 21 most people haven't even started to become intelligent, that's like the low threshold.
>>
>>903040
>insists upon itself
Have you been watching family guy? I have only seen retards spew that line after having watched it.
>>
>>910628
Most people didn't invent the FPS genre.
>>
>>910811
>thinking Carmack invented first-person shooters
You must be at least 18 to be here
>>
is unreal good enough for rendering
how does it compare vs redshift, octane, arnold, etc??
>>
>>910813
he *basically* did
>>
>>910813
the ultima underworld engine was superior to doom by far, but he didn't build a cult of personality around himself like carmack, so you never heard of him whoever he was.
>>
>>910628
I'm not worried about IQ given zoomers are dumber than a boat full of a Somalians
>>
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>>910813
>>
>>911361
First fps game was Call of Duty 4: Modern Warfare. Stop photoshopping wikipedia articles mkay
>>
>>911361
What even defines a "true" FPS? The genre's origins go way back before that.
>>
>>911429
The first FPS was Unreal by Tim Sweeney and the first game engine was Unreal Engine, also by TS
>>
How do I learn UE5?
>>
should i get maya indie or houdini indie or just use blender for unreal? i used c4d in school but there's no indie pricing.
>>
Do you know if there's a course on lookdev with Unreal but trough C++ programing (preferably). Like something that teaches volumes, materials, particles, virtual textures, etc... but not basic stuff, I'm after more advanced manuplating techniques.
>>
I've done a few tutorials, can someone throw me something intermediary?
>>
>>904229
It's kind of just an arbitrary choice based on older industry trends.

Just arms was really common in the past and had some advantages and reduced some computation. Skyrim for example is arms (and maybe legs I don't remember). It works but it's not as worthwhile as it once was and arguably introduces more issues than it's worth, as others have pointed out with mirrors, other players, shadows.

You can do what you want but since it's not too much more to implement a full body why not do it and save you some trouble down the line.

Why ask for advice then reject it?
>>
>>907279
Anyone have an answer? I want to know too. I just want to know how to make some enemies and make a basic sword or gun game.
>>
>>911856
This guy is good.
https://www.udemy.com/course/unreal-engine-the-ultimate-shooter-course/
>>
>>911863
thanks man.
>>
>>911985
The ultimate shooter course is a great grounding in a complete (very basic) game. This playlist is good for adding to that, although you'll also need the free plugin it is extending.

https://www.youtube.com/playlist?list=PLXBJDmLMoXw0MainBxJBtUr2gxfeEtq_x
>>
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>>911849
bump.
Or I'll ask in another way. Can someone please make me a list in order of logical priority on what to learn for lookdev in Unreal? Not interested in making movies but on gamedev but I'd like to know how to make textures animations, use volumes, materials and custom material (procedural, etc.), VFX, etc.
>>
>>912001
There's not much C++ material out there. Your best bet is learning Blueprints to C++ and then translating the Blueprint courses yourself.
>>
So uh what are you using Unreal to make?

Learn anything neat or new?
>>
I'm going crazy with this: how the fuck do I create a simple sky box that doesn't have lighting in it ? basically I've been using the hdri backdrop and using a cloud cube map but the cube map always have a sun in it. It too much brightness to my directional light. I just want a cloud texture in the sky and that's it. Do i gotta find a cloud texture with alpha channel ? help
>>
>>912001
I recommend you to check PrismaticaDev youtube channel. He'll give you an idea of how to make shaders, some vfx. Then you can learn more about shaders in Artstation courses for free. Once you have a better understanding. I recommend to integrate Houdini FX into the workflow (You can bake pretty complex effects into flipbooks and use them in Niagara). Also check Fluid Ninja VFX and Fluid Ninja Live tools.

Then you can also learn about substance designer (procedural textures), trim textures and tiling textures for speeding up your iteration times.
>>
Is there any reason to use ue4 instead of ue5 for archviz?
>>
>>912163
You can make a sky sphere model that surrounds an entire level and place an unlit sky hdri texture on it.
>>
What should be the intensity of skylight in UE5? I feel like previously it mattered more to control the ambient with it, but now since you get all the bounce from a directional light I just keep it at 1 and am not sure if it needs to be tweaked. What about indirect light intensity of directional and skylight? Would it provide more realistic results if you increased it or nah?
>>
>>912163
Get a photo of cloud, desaturate and pump the levels to get a clear black and white image. Use that as an layer mask on a solid white layer, cheap cloud
>>
Anyone know where I could find reading material on unreal other than the documentation?

I've got a lot of hours I can't watch videos but I want to keep learning relevant stuff to what I'm working on. I'm having a hard time finding anything to read online other than the documentation though.
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>>912430
I have 2 books for UE4. I read them both, and I find the advice of some random hindu guy in youtube to be more concise and helpful. God fucking help me.
>>
>>912430
https://zlibrary.unblockit.ist/s/unreal%20engine

https://www.amazon.com/gp/product/B089SB4YGW
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5 hours of Carmack
https://www.youtube.com/watch?v=I845O57ZSy4
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File: Cliffcomparison.png (2.11 MB, 2550x813)
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Does anyone know what might be causing the messed up texel density and weird normals in the cliffs?
They look fine inside of Marmoset and Substance Painter but in-engine it looks very different
Is it a UV, Baking or lighting issue?
>>
>>912610
Have you built the project yet?
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>>912628
Built the lighting and it improved a bit.
Cleaning up the UVs on the low poly will fix the remaining issues, thanks anon
>>
>>903388
Have you tried this?
https://www.unrealengine.com/en-US/blog/download-our-new-blender-addons
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>>904225
unreal 4 ran like fucking garbage outside of fortnight in every single game that used it for how good the graphics were, is unreal 5 the same way, fastly disportionate worse performance vs what things look like?
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>>912637
Did it really? I never experienced any issues and I played plenty of UE4 games without a powerful PC. Shitty performance is still something that I subconsciously connect with Unity, even though ultimately it depends on developers and not engines.
>>
which driver works best with nvidia gpu for UE5 and Redshift
>>
>>912691
only epic really gets their games to run well on unreal 4, damn near everything they put out looks better than you would think given the visuals, meanwhile nearly every 3rd party developer for it the games for some reason shit themselves performance wise in comparison.

I mean yea, if you have an overkill pc setup you can mitigate how bad it performs but I don't think that should be a requirement. unreal 3 had the same issue at its launch, but over time the hardware to run unreal well became below minimum specs.

I really want to see how unreal 5 ends up performing, is it crap that runs like hell for reasons unknown to a consumer, or did they do something that makes it near impossible for devs to not get the game working right.

as for unreal vs unity, there are unity games that preform well and ones that preform shit, that engine is 100% on the developers to make the most out of it.
>>
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>compiling shaders
>...
>compiling shaders
>....
>....
>compiling shaders
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>>912782
Does high end processors like the 5900x/5950x speed up shader compilation significantly? Looking to pick up one now the prices are so low since the new gen is about to launch. No, I will not be able to afford zen 4 since launch prices will be high as shit in my country for a while, kys before suggesting that.
>>
>>904162
/thread
I've been going back and forth between Unity and UE5 for half a year and can confirm that UE is a slow, bloated piece of shit not really useful for making games as it is for rendering pretty videos
>>
So are all game studios absolute retards for switching to UE5 now?
>>
>>912815
Probably. Obviously unemployed retards here know better than people with years of experience in the field.
>>
>>912815
Maybe? We have to wait and see how their games turn out and if they share similar problems.
At least they can pay for support which will help them get over any issues
>>
what is the most kino gpu+cpu combo for having UE5 not run like shit
>>
>>913048
My i5 and RTX 3060 suits me just fine. You can get something nicer with newer, fancier models.
>>
>>902644
https://www.youtube.com/watch?v=z4otZVJgGZY
>>
>>912480
Thanks man. Really useful.
>>
I want to add a floating/falling debris/dust/particle vfx or mesh to a dark cave I made. Is there a term for this I can search for? Or, does quixel bridge have anything like this? Something like when you see sunshafts through a window and can see the slow floating particles of dust within the shafts
>>
Redpill me on Unreal filmmaking, can I leave SFM behind?
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>UE5 audience
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>>913473
This bitch giggles too damn much. Gamedev is a serious bidness
>>
How did you guys learn to get where you are now?

Just online? Classes? Tutor? Documentation? Trial and error?
>>
>>913481
Depends on you, for me, purely online, downloading every class I can from cgpeers, being active on discord communities and learning from other critiques, reading articles on 80lv and a lot of trial and error.
>>
please, anyone, where can I get a working Zbrush torrent?
this is a cry for help
>>
>>913558
Cgpeers, maybe rutracker
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>>912754
no, you're just stupid
>>
>>913567
wow proved me wrong despite how many cases where thats what happens,
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>>913565
anything that isn't a stupid gatekeep like Cgpeers?
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>>902644
can megascans be used in commercial projects outside of unreal?
if not if I render it in unreal but do some post processing work in after effect or resolve, is that ok?
>>
>>913764
You can always buy a subscription and use them anywhere. They are free to use only if the final product is rendered in unreal engine.
>>
>>913601
Not wasting my time on some faggot who doesn't even have a cgp account.



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