Texturing Tutorial: Nanite

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Abe Leal 3D

Abe Leal 3D

Күн бұрын

Пікірлер: 30
@xylionstudio
@xylionstudio Жыл бұрын
Congratulations, this has been one of your best tutorials. Successes
@AbeLeal3D
@AbeLeal3D Жыл бұрын
Wow, thank you! Glad you liked it!
@Azzazel_
@Azzazel_ Жыл бұрын
Quick unreal tip you can control camera speed just using your mouse scroll wheel
@AbeLeal3D
@AbeLeal3D Жыл бұрын
Hey I did not know that! Thanks for the tip!
@aryansoni4822
@aryansoni4822 Жыл бұрын
Always love your content and teaching style ❤
@c3d_ultra499
@c3d_ultra499 2 ай бұрын
If you have a high poly mesh and want to save on texture memory you could bake all the masks from painter into the vertex color of the high poly and texture the model procedurally in unreal with tiling textures. Would save a ton of space on a hard drive instead of need unique textures per model. The negative aspect of using nanite for games is that the install size for nanite games will take up more room on a drive than games that don’t and drive space is a finite resource that is limited in size.
@gonzalopizarrosanchez2081
@gonzalopizarrosanchez2081 Жыл бұрын
what a level !
@TSREMYO82
@TSREMYO82 23 күн бұрын
So if i'm not mistaken, the texturing process for nanite assets is exactly the same as any standard 3d model?
@meta3dstudio181
@meta3dstudio181 Жыл бұрын
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@JiggywattArt
@JiggywattArt 7 ай бұрын
Can someone clarify? So Nanite is essentially just a quick dirty way to avoid retopo at the expense of file size? I still struggle to understand how importing 1 GB assets is practical for production. What industries/workflows would use this?
@AbeLeal3D
@AbeLeal3D 7 ай бұрын
Yep that is pretty much it. Quick way to get high poly meshes into a game engine but yeah file size becomes quite big.
@AbeLeal3D
@AbeLeal3D 7 ай бұрын
Some industries that are using it are the ones that use unreal for rendering instead of games. Amazing assets and barely any hit at render time, the tradeoff is big sizes
@darkengine5931
@darkengine5931 3 ай бұрын
It's a bit more involved than retopologizing one or more low-res models from a high res one and involves a completely different micropoly software rendering pipeline separate from the GPU rasterizer. Let me try to think of a way to explain it without getting too technical. One way to think about it is that when you hand-create a low res model from a higher res one for LOD, that's a "wholesale replacement" of the entire mesh. So that allows the engine to swap out lower res versions of the entire mesh when looking at meshes from far away. However, let's say you're looking up close at a hand on a statue. In that case, the hand is close to the viewer but the rest of the body is relatively far away. With a wholesale LOD version of the entire mesh, the engine would be forced to use a high res version of the entire mesh just to show the hand at high res. So one of the ways that Nanite differs is that it segments meshes into connected sub-mesh clusters they call "meshlets". These meshlets all have varying resolution LOD levels preprocessed. With that, in the above scenario, the engine can use a higher res version of the hand "meshlets" when looking at the hand up close but lower res versions of the body. That allows different parts of the mesh to have different resolutions based on the viewing distance and required level of detail. As for practical use cases, it's a time vs. space tradeoff. Nanite meshes, once preprocessed, tend to render even faster than real-time displacement using a displacement map and dynamic tessellation or micropoly displacement with a raytracer using perturbed rays, but they are a bit of a memory hog (not in terms of frequently-accessed memory but they do require a large cache). So whether they're appropriate or not depends on the nature of the target hardware.
@hughstuart2535
@hughstuart2535 Жыл бұрын
Great process but do you know a way to acheive better UVs, the island sizes are rough and wasting about 60% of the texture space
@AbeLeal3D
@AbeLeal3D Жыл бұрын
Yes of course, you would need to pring the low poly element into Maya or Blender and either add more cuts or scale the accordingly. You could also try using more options within UV Master to get a more efficient layout
@hector3dev
@hector3dev Жыл бұрын
Hola Abel, gracias por este video, sigo tus tutoriales y tus cursos en Udemy, excelentes como siempre, solo tengo una duda, estoy haciendo un videojuego realista en UE5, el cual lleva cinematicas , etc. Se usar Blender tambien he tomado casi todos tus curso de Maya., mi pregunta es , tomando en cuenta el proyecto que estoy trabajando me recomiendas usar Maya o Blender?, crees que Blender pueda ser suficiente para las animaciones de videojuego y las cinematicas, proceso de UV, etc...? o seria mejor irme a la segura con Maya? espero veas ese comentario y gracias de anteman por tu respuesta. (tengo pensado comprar Maya Indie, en caso de que me decida por Maya)
@AbeLeal3D
@AbeLeal3D Жыл бұрын
Hola Hector! con gusto te doy mi opinion. En cuanto a modelado, texturas y escultura podrias lograr muchisimo con Blender. Sin embargo Maya sigue siendo el programa de animacion por excelencia, honestamente a mi me gusta mas animar y riggear en Maya que en Blender. La licencia Indie no se me hace cara para lo que te ofrece y aunque si es una buena inversion la idea es que la puedas recuperar con lo que produzcas.
@hector3dev
@hector3dev Жыл бұрын
@@AbeLeal3D perfecto, muchas gracias por tu respuesta, me ayuda bastante, thanks :)
@CGToonStudio
@CGToonStudio 2 ай бұрын
Hi sir I'm working on a simple animation project in Unreal Engine 5.4. It's a 10-15 minute documentary-style video for KZbin in 1080p, featuring MetaHumans and city life scenes. I'm sourcing assets from Sketchfab and will do color grading in DaVinci Resolve 19. Since I'm not creating games, I'm focused on keeping Unreal's size small and optimizing performance for smoother viewport and faster rendering. Could you make a video covering all possible ways to optimize Unreal Engine for animation projects like mine? It would be incredibly helpful to learn how to manage MetaHumans, streamline rendering, and keep the project lightweight. Thanks so much in Advance
@superiorknight3820
@superiorknight3820 Жыл бұрын
Sorry if I missed something, but what's up with the Sci fi Character Creation - Volume 2 course?
@AbeLeal3D
@AbeLeal3D Жыл бұрын
Hey my friend, earlier this year I left nexttut due to personal and creative reasons and decided to start this new brand (I was a contractor at nexttut) As such I can't continue with the older projects. However I will be doing new things covering those topics soon so feel free to follow and stay tuned :)
@superiorknight3820
@superiorknight3820 Жыл бұрын
@@AbeLeal3D sad for me. I wish you luck
@AbeLeal3D
@AbeLeal3D Жыл бұрын
thanks my friend im definitely planning on doing another sci fi character to continue with the information but it probably wont be Saria@@superiorknight3820
@superiorknight3820
@superiorknight3820 Жыл бұрын
@@AbeLeal3D I hope it will be a female character 🤗
@AbeLeal3D
@AbeLeal3D Жыл бұрын
@@superiorknight3820 of course! I do own the designs and stories of the characters so I might just do a new version 😉
@androssolano
@androssolano Жыл бұрын
Hey, nice video! I tried to replicate it but i follow the same steps as you for texturing on substance painter but when i apply the dirt generator on the black mask it applies equally in all mesh instead of cavities. Hope somebody can tell me what im doing wrong.
@AbeLeal3D
@AbeLeal3D Жыл бұрын
Its a little bit difficult to troubleshoot without seeing the assets, feel free to join our discord and drop into the help channel so that we can help you more efficiently
@androssolano
@androssolano Жыл бұрын
@@AbeLeal3D thank you i Will do that
@AeditZ
@AeditZ Жыл бұрын
real time LOD (Level of details) = Nanite
@hongbui6429
@hongbui6429 Жыл бұрын
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