UE5 How to Texture Nanite Meshes without unwrapping

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  • Опубліковано 29 жов 2024

КОМЕНТАРІ • 11

  • @urbanmonkey3842
    @urbanmonkey3842 Рік тому

    Thanks a lot! For helpful tips!

  • @emrahozcicek2875
    @emrahozcicek2875 Рік тому

    I really would love to see the process in Gaea too, I saw from your desert speed level, Looks fantastic.

  • @nicholashunter8545
    @nicholashunter8545 Рік тому

    This is great info, thank you

  • @sirkianmj
    @sirkianmj Рік тому +2

    Thanks for your good tutorial, I have a question: can we use this method for games? Or it is not that optimized for this purpose?

    • @DallasDrap
      @DallasDrap  Рік тому

      you "can" use it for games, my background is in Virtual Production so that's the experience I lean on. I would only really use this in games if it was just a few large assets or as a master material and you were going to use this workflow for the majority of your assets!

  • @burov.a.4467
    @burov.a.4467 Рік тому

    Thanks for the lesson! Please show me how you created a landscape and textures for it. Usually when a landscape is created and the texture of the earth is superimposed on it, it looks stretched and not very detailed, it is interesting to find out how to make the landscape with the textures of earth, stones, grass, look detailed and realistic.

    • @DallasDrap
      @DallasDrap  Рік тому +1

      That's coming up next! :] that'll probably be another 2 parter. 1 for making the height map, another for the landscape material

    • @burov.a.4467
      @burov.a.4467 Рік тому

      @@DallasDrap Great! It will be very interesting! I would like to see the process from the very beginning to understand everything)

  • @Peepspaint
    @Peepspaint Рік тому

    I have some dense meshes that need unwrapping. :D

  • @MustafaBerkeGureltol
    @MustafaBerkeGureltol Рік тому

    What about the performance?

  • @borisvdb
    @borisvdb Рік тому

    This doesn't seem ideal for games development, looks like a very computationally expensive shader.