Unreal Engine 5 and Nanite - Unlimited Polygons and Textures..
Now that the new gaming engines will allow for billions of polygons .. I was wondering what are everyons thoughts now on how we clean up models and save them to be used for the future?
I am looking at large interiors and exteriors which are notoroious for having missing walls or problems with shiny areas.
Are there any tools that can handle clean up of a model which consists of 500m+ polygons? Is that something Zbrush can handle?
The future looks amazing! and we dont have to sacrifice on quality! #givemeallpointclouds
You have high hopes about new Unreal Engine 5, I see. I'm happy to believe in this too.
I don't see any ways to work with such dense mesh. But even so, we don't need this poligons. 1) You can cut necessery details and use it separated in engine. 2) You can decimate all scene, remove parts you want to be more detailed, correct this parts separately in ZBrush.
I use Geomagic to correct models. But not more than 70million polygons.
And now, with new Unreal Engine 5 possibilities I will still make good topology mesh. But what is really help, I can skip UV unwrapping and my light will still be good. Becouse in UE5 we dont need to bake lightmasses (don't believe, honestly)
What export settings we have to use in RC for importing mesh models in UE 5?
I see some UV map problems
Hi RealVisuals RV, do you see this model this way also in other 3D mesh viewers?
The predefined settings should be sufficient.
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