This tutorial shows how to use the USurfaceMesh plugin in Unreal Engine 5 to produce a mesh from a Quixel height texture that matches the Quixel material.
Пікірлер: 15
@mrspockyt Жыл бұрын
Glad to find a tutorial you dont need a caffiene overdose to keep up. Great video thankyou for posting
@3DevSoftware Жыл бұрын
Thanks for that. Your comment made me laugh because some content is shown way to fast to understand for me.
@Xavwanderboy2 жыл бұрын
Loved your pace and clear explanations. Great tutorial. Thank you! Subbed
@DavidAllenFarrell3 ай бұрын
This is a good one.
@nayabahmed6207 Жыл бұрын
solved a problem. thanks!
@Mj3DArts2 жыл бұрын
Great tutorial! Subbed! Can you make them into instanced static meshes or prefabs for more performance when using many meshes?
@3DevSoftware2 жыл бұрын
In short, Yes. Once the mesh is "Stamped", which means it has been converted to a regular static mesh asset then that asset can then be used as an instanced static mesh. By prefab, I assume you mean multiple static mesh actors combined into one actor? Yes, the meshes are just regular static meshes once stamped so they can be used exactly as any other static mesh would be used. Thank you for your support. It is much appreciated.
@UnrealEngine5tutorial2 жыл бұрын
Best tutorial i found intil now thank you, unfortunately it is paid and a bit expensive
@3DevSoftware Жыл бұрын
Thank you for your kind words. Regarding the price. This plugin took me over a year to develop in C++. It was not easy to create. That being said, I needed the tool for my development and the toolset USurfaceMesh has is unmatched as of yet, especially considering it operates fully inside the Unreal Editor.
@DarkSession6208 Жыл бұрын
Hey there one question. At 06:34 you used a plugin to conform your mesh to the terrain. Is there any way in UE5 to do the same without spending tons of money? I want to do exactly the same as you did in that moment because i used the UE5 modeling tools, made a heightmap on a plane and now cant wrap it around the terrain. If i wrap the terrain around the mesh it does nothing because my plane is flat. And i need explicit the plane to conform onto the terrain.
@goatlcknguud2595 Жыл бұрын
is there a way to apply this to the entire landscape?
@giorgilezhava18772 жыл бұрын
isnt that too much polygons?
@giorgilezhava18772 жыл бұрын
what is your pc spec?
@3DevSoftware2 жыл бұрын
Unreal Engine can handle tens of millions of polygons on screen at one time. It is a very efficient engine. The mesh shown in the video is only a few thousand polygons (from what I remember) when really close so shouldn't cause any problems at all. When combined with multiple auto generated LODS inside Unreal, it makes the mesh only a couple of hundred polygons at a certain distance. In Unreal Engine 5 you also have the option of using Nanite. This is auto enabled upon stamping the mesh and making it into a static mesh asset/actor. Using Nanite means the polygon count is managed by Unreal and there is not a problem with poly counts. The other consideration is collision. At the moment the mesh uses LOD 0 as the "Complex as Simple Mesh". This could be optimized to use the lowest LOD as the collision mesh or generate a much simpler mesh using convex hulls which can be generated in the static mesh editor.