tldr: use directx for unreal and opengl for unity, if anything looks wrong inside unreal, flip the green (Y) direction using photoshop or inside unreal itself
I just started learning about asset creation and was very interested in something that was stated about Unreal 5 during its reveal showcase, and that was that UE5 wasn't using normal maps (asset being imported directly from ZBrush as is without a normal map), because both lumen and nanite could handle the workload without bogging down the performance. So, my question is did I misunderstood? Or do I still need to create a normal map for my asset before importing it into UE5? As I said, I am brand new to this and the sheer amount of information out there is massive and intimidating to sort through. I appreciate any help to understanding this particular issue. Thanks in advance.
The original marketing caused a huge misunderstanding of nanite and it's true purpose. Nanite's main purpose is as a replacement for the old LOD system. The showcase showed bringing assets straight from ZBrush mostly for marketing. UE5 has been out for a while now and this has been tested extensively across the game industry and in reality, that just doesn't work in a production environment. Sure, you can do that to make some pretty little localized projects, but anything in the real world of games you don't ever want to use that workflow. We tried it at my day job for a while and it ended up not working for three main reasons: 1. There were still performance hits when using nanite meshes that were too high poly. The ultimate decision we came to as a company was to limit our environment assets to 50k triangles. 2. The size on disk was massive. There is a reason why the Valley of the Ancients install was 100GB yet it was a single tiny little level (about a 10th of the size of a typical modern game level). If we had used this workflow, our game would have been at least 2 terabytes in size. 3. It crashed the editor. Opening a 3 million triangle mesh from the content browser would take 5+ minutes on a good day, and just straight up crash the engine on a typical day. Long story short, how nanite is being taken advantage of in real production environments: you still need normal maps and standard game art workflows, but you can get away with a lot more geometry. You can worry less about your triangle count. You don't have to fight your way to reduce something down to 2k triangles, it's okay to leave it at that 10k triangles from the decimated workflow. But using the 2 million triangle ZBrush sculpt of it just isn't worth it.
Here's a video I did a couple years ago when it was first introduced. This section I directly compare a super high poly nanite mesh with a standard low poly version. th-cam.com/video/E0mynSXZYpE/w-d-xo.html
@@DigitalAlchemy3D Alright, that clears out a lot!! Thanks so much, man. I am definitely giving it a watch, along all other videos. Really appreciate help.
Unreal has so many compatibility issues, literally EVERYTHING has to be converted. It will be steamrolled when something that looks as good or better but is compatible across the board and supports new developer tools comes along. Epic painted themselves into a corner. Let's see how long that lasts.
This is something that has bugged me for the longest time and I couldnt piece it together. that was clear, concise & really helpful !
short and sweet tutorials like this make the world go round. thank you!!!
THANK YOU SO MUCH. This solved ALL of my problems.
Thank you ❤❤❤
Perfect, this is exactly what I needed. Thanks!
I too join this great community of 'the humbles' , it was a pleasure :)
What an absolute legend!
thank you dude
so cool
Can you add a normal map to a media plate video if that video is rendered as normal map and attached in materials?
Thank you. Amazing Tutorial
tldr: use directx for unreal and opengl for unity, if anything looks wrong inside unreal, flip the green (Y) direction using photoshop or inside unreal itself
Great video thank you very much! excellently explainted
Would be awesome to do this in graphs then manually per image!
so many thanks
Thank you very much sir!
Yes!!! Thank you :)
I knew about the flip/invert Y trick but I did not know how to tell if this is directX or OpenGL from just looking at a normal map.
I just started learning about asset creation and was very interested in something that was stated about Unreal 5 during its reveal showcase, and that was that UE5 wasn't using normal maps (asset being imported directly from ZBrush as is without a normal map), because both lumen and nanite could handle the workload without bogging down the performance.
So, my question is did I misunderstood? Or do I still need to create a normal map for my asset before importing it into UE5?
As I said, I am brand new to this and the sheer amount of information out there is massive and intimidating to sort through. I appreciate any help to understanding this particular issue. Thanks in advance.
The original marketing caused a huge misunderstanding of nanite and it's true purpose. Nanite's main purpose is as a replacement for the old LOD system. The showcase showed bringing assets straight from ZBrush mostly for marketing. UE5 has been out for a while now and this has been tested extensively across the game industry and in reality, that just doesn't work in a production environment. Sure, you can do that to make some pretty little localized projects, but anything in the real world of games you don't ever want to use that workflow.
We tried it at my day job for a while and it ended up not working for three main reasons:
1. There were still performance hits when using nanite meshes that were too high poly. The ultimate decision we came to as a company was to limit our environment assets to 50k triangles.
2. The size on disk was massive. There is a reason why the Valley of the Ancients install was 100GB yet it was a single tiny little level (about a 10th of the size of a typical modern game level). If we had used this workflow, our game would have been at least 2 terabytes in size.
3. It crashed the editor. Opening a 3 million triangle mesh from the content browser would take 5+ minutes on a good day, and just straight up crash the engine on a typical day.
Long story short, how nanite is being taken advantage of in real production environments: you still need normal maps and standard game art workflows, but you can get away with a lot more geometry. You can worry less about your triangle count. You don't have to fight your way to reduce something down to 2k triangles, it's okay to leave it at that 10k triangles from the decimated workflow. But using the 2 million triangle ZBrush sculpt of it just isn't worth it.
Here's a video I did a couple years ago when it was first introduced. This section I directly compare a super high poly nanite mesh with a standard low poly version.
th-cam.com/video/E0mynSXZYpE/w-d-xo.html
@@DigitalAlchemy3D Alright, that clears out a lot!! Thanks so much, man. I am definitely giving it a watch, along all other videos. Really appreciate help.
and Vulcan?
Well, the problem can also be the normal attitude from the vertex of the geometry
Unreal has so many compatibility issues, literally EVERYTHING has to be converted. It will be steamrolled when something that looks as good or better but is compatible across the board and supports new developer tools comes along. Epic painted themselves into a corner. Let's see how long that lasts.
Thank you for the tip, this is very helpful