[2/5] This isn’t counting the several minutes to export from Zbrush, the however long it would take to import and let alone texture a 5M tris model in Substance Painter, etc. Not to mention iteration imports. This could potentially be hours of importing between all the programs.
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[3/5] Luckily the Nanite processing itself was super quick and that was impressive, the super long import before that? Not so much. It feels like they’re pushing you to use Megascans which is fully integrated and doesn’t suffer from the long import, just a short download.
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[4/5] Which is a huuuuge caveat imo. And incredibly misleading to be saying ‘No Normal Maps!’ ‘Millions of triangle raw high polies!’ If this new workflow isn’t going to be friendly to custom non-Megascans content.
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[5/5] Not sure how
@UnrealEngine is to address this, as it feels like raw UE5 importing will always be capped by SSDs? That said, excited to push the density of detail w/properly built models (and not waste millions of tris on small rocks) as it seems UE5 eats polies for dinnerNäytä tämä ketju
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I think there's a much bigger issue at hand as well. Which is the iteration and ease of asset creation. If I spend X days creating a nice sculpted pillar, and changes are needed, or I need to create a variant, the workflow becomes unmanageable and destructive.
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As awesome as Nanite is, and as low VRAM as it uses, I think this is really something to only be used with scans.
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just gotta clarify; 500gb for a single 5m obj has to be a typo, right?
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Ah, you’re right! Did a test re-export this morning, it was 500MB, mis-read over Zoom when co-worker was demo’ing it for us!
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