[1/5] Disk space aside...it’s currently unfeasible workflow-wise to be importing million tris models “with no normal maps” as easily as they say. We tested out importing a raw 5M tris model from Zbrush (a 500gb OBJ no less) into UE5, took 7 mins with a work PC NVME. 7 minutes.https://twitter.com/seanvangorder/status/1398020850649948161 …
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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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