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/3/ - 3DCG


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875162 No.875162 [Reply] [Original]

What have you been making in UE lately?

Previous: >>851306

>> No.875457

I just switched from Unity and finally finished the tutorials I was watching for the past 3 weeks.
I'd like to know if someone could direct me to:
- Some projects (Highly welcome: 3rd person action games and platformers) with a nice/pro coding structure/architecture. Just some well writtend c++ code
- Any resources that shows you how to modify an animation BP on runtime? By that I mean change the animation clip supposed to be played for the x input.

>> No.875515

>>875457
First thing anyone should do is look at the "Content Examples" provided by Epic in the Marketplace. They provide a list of extremely useful BPs on a wide range of features.
Then look through the marketplace and download every single full project. Open it up and take a look at how people do things.

>> No.875598

>>875162
is help thread also?
why my engine crash all the tiem?!!1

>> No.876783

>>875598
Its part of the engine, do not owrry.

>> No.876795

>>875598
try deleting derived cache folder either for the engine or the individual project folder. That helped me a while ago I think.

Is there a way to record animation onto a control rig instead of to the skelton that it's driving?

>> No.876814

>>876795
I guess I need a way to record only livelink data and then apply it to my character's control rig. I feel like Im close but still so lost.

>> No.876841

>>875598
because you're running on a potato pc

>> No.876942

>>876841
Not him but I have a 5800x+3080+32GB RAM yet UE4 still crashes all the time. Your only salvation is to religiously punch in ctrl+shift+s as you work.

>> No.876967

>>875457
What tutorials did you use? What do you recommend for learning?

>> No.877099

>>876967
Not gonna lie, the best starting point is Epic's learn portal, I just discovered it and regret not starting with that. After that, you can type the type of game you want to make in Youtube + tutorial and follow along, best method to learn is to do.

>> No.877181

>>877099
Thank you very much kind soul :^)

>> No.877216
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877216

>>875162
should i honestly just switch from blender cycles to unreal engine. i could also switch to arnold aswell, pirating maya is not really a problem

>> No.877218

>>877216
Your 50 dollar laptop with linux can't run unreal

>> No.877665

Is it "theoretically" possible for someone to go to the UE Marketplace library and add a bunch of paid assets into one new project, upload it to GitHub or somewhere, and then someone on the internet downloads that project (containing all the assets), and simply migrate things that want to use to their own project?

>> No.877676

>>877665
If I was epic games, I would fuck you.

>> No.877833

How exactly do you make two characters interact with each other? I just want them to handshake, but I cannot figure out how to make two NPCs synchronize with each other.

>> No.877835
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877835

Bumping this >>875457 but anyone could recommend me Youtube channels that are C++ focused (balanced with BP ofc) for Unreal ?

>> No.877837

>>877833
Probably easiest to do this with an event that they're cast to from, right?

>> No.878179

>>877837
By any chance is it called Play Montage?

>> No.879205

Anons, I know it is a stupid question nut I'm at my wits ends after googling straight for 2.5days - is there place where you can get some paid assets for free for testing before shilling out a shekel?
Namely interested in:

Ultra Dynamic Sky
Don's Dynamic Mesh Effects
Simple TCP UDP socket
EOSCore
SteamCore

>> No.879392

>>879205
I don't think so bro, what would prevent you from making the tiniest changes and claim the asset as you own.

>> No.879399

>>879392
what

>> No.880189

Where does /3/ stand on UE3/UDK? Was it good?

>> No.880340
File: 662 KB, 1280x800, MV5BZWFiNmE0NmYtYjAyMi00N2U1LWFkYjAtODE2OWFmOGUzNTU0XkEyXkFqcGdeQXVyMzQ1MzA0NDg@._V1_.jpg [View same] [iqdb] [saucenao] [google]
880340

>>880189
>UE3/UDK? Was it good?
Only when used for JRPGs like The Last Remnant.

>> No.880355

UE3 >>>>>>>>>>>> UE1 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> UE4/5

>> No.880614

>I hate reflection captures PART 53

I have no clue how to get sharp contrast between reflections and rough parts like in TLOU2 for example. They had very clear, I'd say even overpowered reflections on floors, but I can't get it right in UE4. It's too muddy and flat.

Yes, I work with UE5 now and it's lovely, but I still have some projects in UE4.

>> No.881947
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881947

How can I have a bright deep red lighting in the scene without getting these yellow spots? They happen if I increase the brightness OR decrease the temperature too far. But if I don't do that I won't get those super red intense lights like e.g. in Control game.

>> No.881960
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881960

>>875162
Fuck installing Unreal (inb4 here's how to do it, I got it installed, I just wanna complain about this). 100% disk usage, nothing works on my computer, everything lags the hell out. I think I got a virus.
If I had known how much of a pain of an ass it would be to install it, I would have pirated it

>> No.881961

>>881960
Your PC probably isn't strong enough for it then. Installation can't be more simple t b h.

>> No.881965
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881965

>>881961
I can run Unity and Kenshi (with long loading times)
Is my PC really that bad? Fuck. I wanted to use Unreal because in SWE industry there's a lot of unreal jobs, and I would like develop a game in it.
Oh well, thanks for clearing that my PC is shit.

>> No.881990

>>881960
>>881965
Studios want you go start on the latest versions. They're drastically different from the new ones, what are your system specs?

you need at least 12 gigs of ram to use it

>> No.882777

Who has switched to C++ after knowing blueprints?
Was it easy?

>> No.882792

>>882777
https://www.tomlooman.com/unreal-engine-gameplay-framework/

>> No.882794

>>882792
Thank you, this helps a lot
Are there any plugins or something you recommend for programming with Unreal for a semi-beginner with C++?

>> No.882796

>>882794
You are probably further a long with Unreal than me (I am still learning blueprints and don't know C++). I just thought I would share a useful resource with you. This general is really slow, however, and probably not the best place to seek answers.

>> No.882797

>>882796
I don't consider myself that advanced, so, no problem, this helps a lot anyway, thank you

>> No.883098

Is he right?

>>883075
>Nanite will tell you to go fuck yourself.
>Nanite is only for non deforming meshes you retard. Even if it weren't you still have the problem of shitty topology, no proper loops and not enough performance to deform a million polygon mesh.
>Thinking that new tech will magically allow you to be super sloppy and lazy without having to put effort in is the sign of a no-talent shit for brain who is NGMI.

>> No.883099

>>882777
Check out the gamedev.tv course for UE4. It shows you the perfect blend between C++ and Blueprints.

People always assume blueprints are easier but worse for performance, but in reality, blueprints are often more confusing and difficult to work with in certain situations, on top of having worse performance. Learning when and where to use C++ is a crucial skill when working in UE.

>> No.883104

>>883099
Thank you for the input, would you mind linking it? I'm looking for it right now but I'm not sure which one is the one you mean, is it this one?
https://www.udemy.com/course/unrealcourse/?couponCode=FORUM2019
And yeah, I'm currently trying to get into C++ because blueprints are quite easy for me to understand but they are very limited on what you can do with the engine

>> No.883105

>>875457
What made you switch from unity? I'm interested in doing a 3d platformer but dunno which engine is better for that goal, all I've seen use unity but there are only like 3 recent platformers that i ever heard of so I can't trust that.

>> No.883107

>>883105
It all depends on your programming skills, if you have any background programming with any type of C variant then both can work for you, if you are not a programmer then you can use either Construct in Unity for simple projects or use Blueprints in Unreal, both 3D and 2D platformers can be done on either engine as well

>> No.883108

>>883107
I know some programming so I won't be stuck with only blueprints, so it comes down to which one i like better aestheticly?

>> No.883111

>>883108
I'd say so, of course both have very different ways of managing things.
I recommend Unreal because you get a nice looking scene from the start and you have some easy prototyping tools as well contrary to Unity where you build from the ground up to get a nice scene or prototype.
But beyond that, it's all preference if you already can manage programming

>> No.883120

>>883104
That's the one. That's the best course for getting into UE4 gamedev, along with the official courses by Epic (some of them are made by the gamedev.tv guys. Check out the one on converting blueprints to C++).

>> No.883139

>>883098
Partially. Yes, you still need to have good geo for animated objects. BUT, for individual props that don’t animate, the workflow is currently: sculpt, decimate slightly, unwrap (this part is now very messy though, but depends on mesh density and it works similar to unwrapping organic meshes like rocks), bake even higher poly mesh and texture normally. Visually it’s better and you don’t have to properly retopo so it’s a freeing feeling that you can fully create the prop in zbrush and use as much alpha brushes for details as you want, especially for hard surface greeble stamping, incredibly easy. No worries how to cleanly retopo later (because it won’t be lol), decimation master is enough.

I’m pretty sure Megascans assets have a “messy” geo like that so you can download them and see how they look.

>> No.883144

>>883139
>decimate slightly,
Why?

>> No.883151

>>883144
To keep it under 1 million for better performance and less memory. Still no sense to import 50 milllion tris pencils if it isn't necessary.

>> No.883153

>>883151
I thought the whole point of nanite was negating the performance deficit you typically get from high poly?
1 million? ZBrush sculpts often get to 7 million+ polys. Decimating to under 1 million is more than just a slight decimate.

>> No.883156

>>883153
I guess it depends on the scale of the object, large objects can probably afford to go much higher. It is still infinitely better than what is currently possible.

>> No.883169

>>883098
completely correct. At this point, Nanite is for shovelware scan asset walking simulators.

>> No.883174

>>883120
Alright, I'll check that out, thank you

>> No.883458

Is Unity better than Unreal?

>> No.883461

>>883458
Define "better"

>> No.883523

>>883098
Straight out of zBrush into Nanite was always a meme. UVing 10 million poly models with no loops is a lot more of a headache than just remeshing to something reasonable, UVing that, then subdividing to get the complex silhouette (and keeping it low 6 figures is probably more than enough). But it's basically only for static rocks anyway, so who gives a shit? Plus that stuff is increasingly done procedurally or with scans anyway.

>> No.883527

Is it worth having an Unreal thread on /3/?

>> No.883529

>>883523
I agree until the last sentence. It's exactly like that, sculpt and retopo usually to a few hundred k, then UV that. But it's for ALL static assets, not just rocks lol. You are aware most of the assets are static, right? It's far from being useless. Even a door is still static even if it can be opened. There are not that many props that require complex deformation (obviously it depends on the project, but it's still mostly static props literally everywhere).

>> No.883840

If I were creating a series of weapons for an action RPG video game, what is the best practice? Creating individual C++ scripts for each weapon, or creating one C++ file that holds all the weapons?

>> No.883842

>>883527
Well, Unreal Engine has grown out of the game making sphere for quite some time now, I think it makes sense that people try to use it as a rendering and texturing software more than a game making tool.
Sure, the risk of having game discussions rather than on topic discussions is high, because it is a game engine, but you cannot ignore that 3d computer graphics are basically ingrained in the modern era of videogames, I belice thay one day this board might be changed to any type of computer generated content, it might not sound good but to me it sounds like a logical step to take

>> No.883843

>>883527
Is there a better place to have it?

>> No.883844

>>883523
I'm sure someone will find a way to create a friendlier low-poly proxy mesh for UV-ing and then translate that UV to the original mesh.

>> No.883845

Been transitioning from rendering in Blender to rendering in Unreal Engine 5 because of the GPU crisis (my poor lil Pascal GPU's feeling the age and I've been meaning to get an RTX GPU to replace it). So I just found a way to get Blender's Filmic color transform into Unreal. Yeah, I'm thinking dis gon be gud.

>> No.883846

>>883840
For saving time and memory, I would say the last one is better.
That way you can have a class where you have all the possible actions of a weapon, including variables, functions, etc.
And all the upgrades info would be stored in the player or in the player controller as things like ammo, powerups, etc, would remain in the players inventory.
If the player can die then a lot of stuff should be stored in the player controller id you want to retrive that info even if the player dies, there and maybe in the game instace for saving those values if you want that

>> No.883885

>>883845
Why the hell would you replace aces with filmic

>> No.884087
File: 112 KB, 701x543, Screen Shot 2022-02-22 at 20.03.05.png [View same] [iqdb] [saucenao] [google]
884087

apologies if this is a common question in this thread but i'm on /3/ for the first time.

my computer cannot run UE5 (old macbookpro).
i was going to try out Paperspace cloud service using one of the GPUs in the picture. coming from apple i know nothing about GPUs. has anyone used paperspace or another cloud service to use UE & what is like?
is either a P4000 or RTX4000 good enough to run UE5? i am only going to do beginner tutorials because i am total noob.

>> No.884123

>>884087
Nah, the amount of money you spend on that could go towards a new gpu.

>> No.884130

>>884087
>s either a P4000 or RTX4000 good enough to run UE5?
yes both should be fine (the latter obviously much better), but I have no idea if it is practical to have UE5 run in the cloud.
If all you're going to do is beginner tutorials, why do you need UE5?
Its still in alpha/beta and not officially released. If all you're doing is beginner stuff, use UE4 instead. They differ mostly when it comes to UI and some highlevel stuff you won't need.

>> No.884136

>>884087
>using apple products
biggest mistake of your life.
If you are willing to pay for using a cloud provided computer you might as well save up for a real one even more if you are planning to work for long periods of time on a project with UE5.
Best thing would be selling your current computer and invest on a PC.
If you (for whatever reason) don't want to do that, then I would say it depends on what you are planning to work in with UE5 and your connection quality.
Have you worked with UE4? As you said you were a noob then learning the UE4 architecture would be better before jumping to UE5 and before investing some money in the process.

>> No.884224
File: 164 KB, 1374x320, ue5-preview-1.png [View same] [iqdb] [saucenao] [google]
884224

Yes!

Let's GO

>> No.884227

>>884130
thanks. i will try setting it up with the rtx4000.
>why do you need UE5?
i was going to do the UNreal Sensei beginners course (is that a decent beginners course? looks popular)
https://www.youtube.com/watch?v=gQmiqmxJMtA
and figured it would be best to go into ue5 than ue4 and then have to learn the new functions. >>884136
>biggest mistake of your life.
need it for work & music things. has been a better decision than upgrading windows laptops until now when GPU is important as it never was before.
>If you are willing to pay for using a cloud provided computer you might as well save up for a real one
that might be worthwhile down the road & it is a pity that it looks like ue5 won't be great on the new macbookpros if people's thoughts are correct, but as i have about 10, maybe 15 hours a week to spend on learning ue5 the $40 a month is not a big deal if the cloud runs it.

thanks for the replies. i'll choose the rtx4000 machine and see how it works out setting up the demos.

>> No.884229

>>884087
UE5 has lengthy compile times if you aren't using blueprints

>> No.884245
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884245

Anyone installed ALSv4, the community C++ version? I'm trying to change the input mapping of the Z action (the one that makes the game go in slow motion) but I can't even the mapping in either the editor or in the DefaultInput.ini file.
What to do to disable this shit?

>> No.884471

Is a GTX 1060 6GB good enough for UE5?

>> No.884474

>>884471
For the preview they said that you should at least have a 1080 but apparently, it seems that it can run smoothly on yours, just try it out I guess

>> No.885280

Doing a scene on UE5 where a window is a focal point of the scene. Didnt know that apparently ue5 lumen doesnt support glass material, and I dont have hardware ray tracing. Am I fucked ? Can I convert my ue 5 to ue 4 ? Or am i confused with glass worfklow

>> No.885281

Hello, regular Nanite shill here. I have to say I don't know if this workflow with sculpt - decimation - unwrapping incredibly messy LP will be a thing in the future. Yes, it's nice to not have to think about retopo and just sculpt everything like a madman zbrush cowboy, but LP and UV part of the workflow is an absolute pain and it takes like 5 times as long, at least for me.

>> No.885282

>>885280
Can you not just render glass normally without lumen or raytracing? Quality will be shitty in comparison ofc, but that's how it has been done all this time. But yes, glass doesn't work with lumen atm.

>> No.885283

>>885282
Do you know how I could do that ?

>> No.885284

>>885283
Can you not switch from raytracing to rasterization of glass in postprocessing settings? I haven't opened UE5 for a while. Just do it the same way it has always been done in UE4, follow some tutorial.

>> No.885696

How can I improve my blueprint programming skills? I've been with UE4 since an entire year now and I'm still on beginner level. The most I learned is how to make a HUD / menus, functional player and basic AI. I really love this engine and want to keep with it.

>> No.885847

>>885696
Try making an empty project and testing a bunch of nodes, if you still don't know what it does after you test it then look them up, the series of videos of "WTH is [node]" in youtube got me out of so much trouble.
If you are not the type of person to poke around and testing then have a game mechanic in mind that you want to make and look up tutorials on that and figure out what the nodes are doing by pluging a print string and printing the values of the nodes

>> No.886117

How can I have different light save within the same projects ? I'd like to do a night/day lighting setup in two seperate "instances" I guess ? So I can go back and forth and tweak things. Is it with levels ?
I can't figure out how to create a level and add everything the same in it

>> No.886127

>>886117
Just duplicate the level, dude

>> No.886185
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886185

Unreal Engine 5 Preview 2 just released today.

CHANGELOG:
https://forums.unrealengine.com/t/unreal-engine-5-0-preview/500950/248

>> No.886192

>>886185
thx :D

>> No.886213

Can anyone explain in short if UE5 received some nice visual upgrades or lumen improvements in the last 6 months? I haven't touched it since summer, been working in UE4 and no time to open UE5. I can't wait to play with it again. I only learned some things from a few UE5 projects I work on, but I haven't touched the engine itself. I know things like transparency, glass and foliage don't work properly with it yet, hope they fix that soon.

>> No.886216

>>886213
I thought I saw somewhere they added transparet specular now.

>>886185
Control rig component still doesnt seem to work :(

>> No.886218

>>886213
Lumen works with Vulkan and Linux now.

>> No.887416

Thoughts on UDK?

>> No.887649

Why is Lumen still not working?

>> No.887693
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887693

bros i'm more on the programming side of everything, does anyone know of any good resources to learn how to turn my algos for heightmap and mesh generation into something i can display in ue5? i'm trying to find a way to nicely display what i'm making without going through the effort to make it not look like picrel (also yeah i know it looks terrible right now, i'm trying to work out the kinks of the underlying tectonic fault generation algorithm so i haven't run this through any filters or erosion simulation, so it's currently very jaggy. also coloring things is hard... plus i may dump the 2d heightmap soon to port it to a spherical version so it can work with a data structure i'd like to use)

>> No.887696

https://www.youtube.com/watch?v=eXYUNrgqWUU
Bros?!?!?!?!?!

>> No.887699

>>887696
Overall, it looks pretty good. But I can't defend Unity's technical achievements when they still have a mess of multiple render systems, and all their tech demos are full of hacks and one-off shortcuts making their pretty visuals unusable in actual production. Like those high res assets, for example. There's no special tech streaming or decimating them, it's just brute force rendering. Not a problem in a one-room confined tech demo running on a 3090, but absolutely shits the bed if you try do a whole level like it.

Also, the hair still looks like garbage with all the shimmering.

>> No.887701

>>887699
>one-off shortcuts
that's optimization. If your pretty visuals come in a pipeline you know that's only 80% of what can be done because 20% are waster on making the pipeline usable for retards while making it more annoying for professionals to work with. There is no optimized one-size-fits-all rendering pipeline.

>> No.887731
File: 116 KB, 1366x562, Unreal Marketplace.jpg [View same] [iqdb] [saucenao] [google]
887731

Thoughts on asset flipping?

>> No.887737

>>887731
good when your too lazy to do things yourself and need to speed up
you can asset flip but dont do it too much
mix it with your own stuff

>> No.888089

How does UE compare to Godot?

>> No.888096

>>887731
Jesus wept.

>> No.888353

Is there something in unreal equivalent to Blender's boolean feature? I need to put a Kirby-style mouth on a spherical model that can freely move around the surface of it. It's very difficult to search for the answer, since "boolean" is a programming term in Unreal.

>> No.888416

I'm working on some scene I'll put on Unreal marketplace, but I'm struggling with Unreal's lightmapper for baked lighting. So I was wondering if somebody knows, can I use Luo Shuang's GPU lightmapper for the marketplace content and is that allowed?

I mean, it is installed locally, but idk what happens when somebody who doesn't have it installed in their engine downloads my scene baked with it. Does the lighting break? Can they still rebake it normally or will they receive errors?

>> No.888605

Best plugins to buy?

>> No.888619

>>888089
heavier in processkng power and size but less janky to use

>> No.889642

Do weighted normals work for Nanite meshes?

>> No.889673

>>889642

Why the fuck would you use weighted normals with nanite meshes?

>> No.889674

>>889642
Because I have to work with bevel workflow opposed to subd (seems like subd is actually too much geo for Nanite LOL), and putting FWN on top would slightly help in some cases instead of adding supporting edges.

>> No.889771

>>875162
Unity is better.
<img class="xae" data-xae width="31" height="32" src="https://s.4cdn.org/image/emotes/c7375c9d_ChadYes.png"> <img class="xae" data-xae width="28" height="26" src="https://s.4cdn.org/image/emotes/adf2d2f0_EZY.png"> <img class="xae" data-xae width="32" height="31" src="https://s.4cdn.org/image/emotes/e1899bbe_YEP.png">

>> No.889806
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889806

>>880340
I unironically love how most UE3 titles look

>> No.889831

>>889674

Subd works perfectly fine for nanite. Maybe your pc isn't strong enouggh to handle UE5? You need a tesselated mesh for nanite, which means you don't need to use weighted normals.

>> No.889836

>>889831
Well in my case, apparently there's a limit to tri count and I still have to make fairly optimized meshes to reduce space. Client's rules, no need to roast my PC, man.

>> No.889895

>>875162
https://www.youtube.com/watch?v=gQmiqmxJMtA
is this a good video to watch to effectively learn UE? I took a year long class of college-level 3DS max in high school and a semester of motion graphic design in college.
I'm mostly using UE to storyboard because I can't draw but I'm somewhat used to 3d spaces.

>> No.890056
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890056

>>889771

>> No.890413

Anyone know if rect light cost more than spotlight ? I think I read somewhere one day that spotlight cost less than point light, but I have some neon that i'm trying to light, I think rect light works better than spot. Not sure how to check for performance (UE 4.27 btw)

>> No.890518

Can you reimport a custom collision without reimporting a whole asset?

>> No.890555
File: 2.84 MB, 1258x720, UEWIP.webm [View same] [iqdb] [saucenao] [google]
890555

since no one is actually posting progress here is my current Unreal Project

>> No.890556

>>890555
have an upvote

>> No.890557

>>890413
Rect light is called as such because your fps will be rect.

>> No.890561
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890561

is the Unreal Sensei Masterclass worth it for $297? Are there enough free resources to learn UE5 from the ground up?

>> No.890564

>>890561
Most UE4 Knowledge transfers to UE5
The only really new things are nanite and lumen, the rest remains the same.
If you are new to unreal in general it might be worth it, but there are enough free resources in youtube,artstation learning or Unreal's own content examples to learn stuff by yourself or by studying existing projects.

It would be better if you defined what exactly you want to use the engine for (environment showcase, VFX, archvis,material/shader creation) first and try to focus on that first before expanding.

>> No.890637

So UE5 just officially released.

Did they fix nanite and lumen yet?

>> No.890648

>>890637
They release way before I was expecting it, I thought it was being released mid Q3 or Q4 of this year. I hope they didn't rush this release

>> No.890718
File: 1.91 MB, 2162x798, 2022-04-07 17_03_37-Window.png [View same] [iqdb] [saucenao] [google]
890718

I am exporting a model made in Blender as a FBX file.

I am really struggling trying to find the reason why the eyes get screwed over like this. I cannot for the life of me figure it out, or how to fix it. Any ideas?

>> No.890719
File: 2.00 MB, 2117x781, 2022-04-07 17_04_41-Window.png [View same] [iqdb] [saucenao] [google]
890719

>>890718
When I isolate the eyes material it makes it seem like the cornea is large enough to cover it.

>> No.890732

>>890719
did you shade smooth your models in blender before exporting/baking it?

>> No.890748

>>890732
Sorry, I am quite new at this. How is this accomplished? It is not my model, it is a free one available online.

>> No.890760

>>890748
go to blender, object mode, object --> shade smooth

>> No.890761

>>890748
alternatively, right click the object, hit w, shade smooth. I'm on 2.79 shortcuts but it should be the samr

>> No.890788
File: 670 KB, 1551x378, 2022-04-08 00_44_58-Window.png [View same] [iqdb] [saucenao] [google]
890788

>>890760
>>890761
Didn't work, or I fucked up these simple instructions.

In my desperation, I simply turned the eyeball transparent, and now it looks fine. Feels like a hackjob, but I had no choice.

>> No.890798

>>875457
>finally finished the tutorials
They're outdated. Unreal Engine 5 was just released.

>> No.890799

>>890718
It's just one of millions of bugs in the Unreal Engine code. Tim Sweeney thanks you for making him a billionaire though.

>> No.890820

>>890798
Are you a complete idiot? UE4 to UE5 is a seamless transition.

>> No.891049
File: 370 KB, 473x283, ugly.png [View same] [iqdb] [saucenao] [google]
891049

Is Metahumans exclusively for creating ugly people?
I haven't seen any qt idol girls created yet.

>> No.891054

>>891049
Maybe you’re just racist. Or I’m a coomer with low standards. Or both.

>> No.891080

>>891049
Westerners just love their ugly goblinos

>> No.891433

Can anyone give me any reckys on what I should upgrade in order to make UE5 smoother? I just want less lag when working on projects. I thinking I start with upgrading my ram to 32gig and making it dual channel, although not sure that is going to give that big of a boost

>> No.891434
File: 134 KB, 1137x507, specs.jpg [View same] [iqdb] [saucenao] [google]
891434

>>891433
forgot pic

>> No.891511

>>891049
I haven't seen one yet.

>> No.891515

>>877216
maya is only 250 a year if you get the indie package, all addons included.

>> No.891539

>>891434
your ram clock speed is very low (1499MHz)
boot into UEFI/bios and try to find a setting for XMP (Extreme Memory Profile). On AMD boards it's usually under something called AI Tweaker.
I'm not sure if it's that low because there's nothing demanding a higher speed at the time of that screenshot.
AMD Ryzen 7 3700x can support 3200MHz.

>> No.891541

>>891539
nvm those are single stick values, and it seems like XMP is already enabled.

>> No.891633

>>884227
>i was going to do the UNreal Sensei beginners course (is that a decent beginners course? looks popular)
I'm going to try out that course, UE5 runs like ass on my 1050 Ti but otherwise it's straightforward so far. I'll keep updating the thread with my project.

It's not too accurate so far with the new build of UE5, but it's easily fixable. You should be able to create your own crosshair while duplicating blueprints.

>> No.891793

>>891633
Unreal engine 5 runs better the longer I use it

>> No.891806

What can I do about hard edges of sphere reflection probes? How can I get rid of them? I place a bigger reflection probe around everything and smaller ones inside, but I still see these edges because the probes affect the values of the materials inside of them so there's a hard value change on their borders.

>> No.892498

If I were to start making a new game right now, would it be better to start with the latest UE4? Or the current release of UE5? I heard 5 is still pretty broken.

>> No.892551

>>892498
>I heard 5 is still pretty broken.
Not seeing it. Pretty solid to me. Not one crash.

>> No.892975
File: 839 KB, 1292x800, unknown-3.png [View same] [iqdb] [saucenao] [google]
892975

How can I setup the multi user provider as my source control? It keeps throwing me this error. I don't have any other programs like perforce and don't plan to since it's just testing grounds.
Also what's the difference in the "MultiUser" provider?

>> No.893223

Thoughts on Twinmotion?

>> No.893272

>>887731
The only people who complain about asset flipping are other devs who see game development as some sort of artform which in their eyes must be 100% handcrafted, even if it means making yet another barrel for the 37th time. People who actually play the game and enjoy it literally do not give a fuck.

>> No.893286
File: 372 KB, 566x714, Tomboy.png [View same] [iqdb] [saucenao] [google]
893286

>>891049
>Don't insult my tomboy metahuman and her son.
I'm not good enough but i think a coomer weeb who is willing to spend a few hours in it might be able to create something decent. I hope they eventually add a feature in which you can make a replica of a face just from pictures like in this video.

https://www.youtube.com/watch?v=u9UUWqVquXo

>> No.893292
File: 1.05 MB, 800x800, Lexi.png [View same] [iqdb] [saucenao] [google]
893292

>>891049
Lexi is a cute

>> No.893305

>>893292
does it come with a vagene?

>> No.893307
File: 2.43 MB, 1280x720, lexi-angy.webm [View same] [iqdb] [saucenao] [google]
893307

>>893305

>> No.893451

Thoughts?

https://www.unrealengine.com/marketplace/en-US/product/ultimate-spline-camera-system

>> No.893462
File: 955 KB, 1918x1080, Untitled.jpg [View same] [iqdb] [saucenao] [google]
893462

Spent the last couple of days recovering from a fucked-up results of upgrading to 4.27, which almost killed my landscape. Ended up exporting the heightmap and creating an entirely new landscape.

>> No.893502

When is Rider going to be piratable?

https://www.jetbrains.com/lp/rider-unreal/

>> No.893503

>>893502
Hope soon, VS is slow as fuck even after they sped it up

>> No.893504

>>890555

Very nice, some actual content in the thread for once.

>> No.893506

How do you change the default IDE in Unreal Engine?

>> No.893515

>>893502
check rutracker

>> No.893526
File: 5 KB, 95x73, comp.png [View same] [iqdb] [saucenao] [google]
893526

In UE5, where the fuck is the compile button?

There was a nice big button for compiling (pic related) for tests in UE4. Where did it go?

>> No.893573
File: 1.32 MB, 1913x913, UnrealEditor_RLMoH5hyDu.png [View same] [iqdb] [saucenao] [google]
893573

How can I fix a dark landscape when using the LandscapeLayerBlend node? Directional light has no effect on it and point lights are bugged out.
I've never figured this one out

>> No.893584

>>893526
Down near the bottom right. Going off memory.
Should look similar, perhaps 3x3 grid looking thing.

>> No.893668
File: 12 KB, 587x108, recompile.jpg [View same] [iqdb] [saucenao] [google]
893668

>>893526

>> No.893726

>UE 5.0.1
>can't compile a new C++ project because there's a bug with the latest version of MSVC
>layers panel in the editor doesn't work
What the fuck are you doing Timmy? It seems you rushed the EA and Preview releases

>> No.893727

>>893668
AGH IM COOOMPILLING AAAAA NNNNN IM COOOOOOOOMPIIILINNNNG

>> No.893831

>>893726
Ah, so that's why it wasn't working for me.
I had to open up a bunch of .jsons and change the version from 1.2 to 1.0 to fix it.

>> No.893832

Should this be a 3D game engine general? Or just an Unreal Engine general?

>> No.893870

>>875162

2 UE threads but people complain about more than 1 Blender official thread? Are unreal drones afraid of Blender's takeover in the industry? More and more movies will use Eevee's real time renderer and UE5 will be forgotten. Mark my words autoshills.

>> No.893905

is it really practical to rig and animate raw sculpts?

>> No.893915

Where can I get Unreal Engine 3?

>> No.893919

>>893915
Look up UDK

>> No.893925

>>889806
>gears of war
Shit nigga I remember playing that on xbox 360 on co-op, it was great

>> No.893926

>>893286
100% looks like a man in a wig

>> No.893970

>>893870
Cope blendcel. Your open source free junkware at the perfomance peak of windows 2000 isn't going to see light anywhere.

>> No.894060

Do you create your levels in your game engine or your 3D software? Which is more efficient for you and why?

>> No.894239

What are the main differences between Unreal and Unity? What can each one do better than the other?

>> No.894243

>>893307
Now animate her taking horse cock

>> No.894247
File: 100 KB, 1242x1241, 1552546934620.jpg [View same] [iqdb] [saucenao] [google]
894247

>Nanite and Lumen not supported in VR

>> No.894363

>>894247
Nobody cares about VR.

>> No.894387

>>893905
it works with maya's autorig

>> No.894422
File: 10 KB, 288x256, WWVhT6wixl2TJDmG9AKcFAtfqCgnuUUFmkZZa6Q2ZSk.jpg [View same] [iqdb] [saucenao] [google]
894422

>>875162
Is there any point in going with UE if i want to do low poly crap or should i stick with unity?

>> No.894430

>>894363
on the contrary, a hell of a lot of people do. Zuck is banking on it.

>> No.894464

>>894243
lmao +1

>> No.894469

>>894464
>>894430
>>894422
>>894387
>>894363
>>894247
>>894243
>>894239
>>894060
>>893970
>>893926
>>893925
>>893919
>>893915
>>893905
>>893870
>>893832
>>893831
>>893727
>>893726
>>893668
>>893584
>>893573
>>893526
>>893515
>>893506
>>893504
>>893503
>>893502
>>893462
>>893451
>>893307
>>893305
>>893292
>>893286
>>893272
>>893223
>>892975
>>892551
>>892498
>>891806
>>891633
>>891539
>>891515
>>891511
>>891434
>>891433
>>891080
>>891054
>>886213
>>886192
Post work, chudcels.

>> No.894478

>>894430
Retard

>> No.894481
File: 759 KB, 850x1202, file.png [View same] [iqdb] [saucenao] [google]
894481

Can anyone recommend me any good tutorials on blueprints for absolute beginners?

>> No.894486

>>894481
Use C++ instead.

>> No.894488

>>894486
Why? Do you have any absolute beginner tutorials for C++ for UE5?

>> No.894494

>>894488
gamedev.tv

>> No.894525

How hard is it to upgrade a project from one Unreal version to the next?

>> No.894532

>>894494
That's not free though

>> No.894555

>>894478
excuse me? Do you even know who zuck is and what Meta is?

>> No.894564

>>891049
Is metahumans just an overglorified character creator. Does it go beyond playing with bunch of sliders?

>> No.894565

>>894564
you really cannot make anyone that isn't extremely heavily influenced by one of the few (ugly) presets. There's a hilarious video of Linus from Linus Tech Tips trying to create himself and how miserable it turned out.

>> No.894586

With Quixel Bridge, how do you convert previously downloaded models into the simpler uasset format?

UE5 has its own Bridge integration which downloads them as uassets, but I already have a bunch of shit downloaded with regular Bridge. Is there a simple way to convert everything so that it appears in my local UE5 Bridge library?

>> No.894597

>>894586
I don't know if UE5 downloads per project, or if it has a main copy it keeps somewhere and references for projects.
Check what the default folder path is for both UE5 and regular bridge
If they're different and you don't care for regular bridge anymore, you might be able to copy/paste all the regular bridge items into the UE5 folder and hopefully they register.

>> No.894616

>>894481
The unreal learning portal has everything you need and it' pretty well made

>> No.894692
File: 16 KB, 623x345, megascans.png [View same] [iqdb] [saucenao] [google]
894692

>>894597
I already have them set to the same directory.

In pic related, the red outline folders are created when you first download something from the UE5 Bridge. It downloads them as a .uasset file in the UAssets folder.

With the older standalone bridge, when you download something, it downloads all the different map image files separately. If it is a 3D model asset, it also downloads like 6 different .fbx files for each different LOD.

I want to convert my old standalone bridge downloads to the UE5 .uasset format so they show up in my UE5 Bridge's library, and so they are easier to work with (all LODs and materials get automatically configured when imported to your project).

>> No.894697
File: 617 KB, 1536x2334, bill-gates-weary.jpg [View same] [iqdb] [saucenao] [google]
894697

>>875162
>unlike in UE4, DXR cannot be enabled in UE5 when using non-RTX/RDNA2 GPUs

I know my GTX 1060 isn't the fastest GPU for ray tracing, but even with all the RT effects enabled, UE4 still rendered my animations faster than Eevee. I'm planning to buy an RT GPU soon, but I still wish I could use DXR with UE5 on my current Pascal GPU right now so that I can have decent smooth reflections. Lumen's signed distance field reflections are acceptable until you try to render a mirror and all you can see being reflected are blobs.

>> No.894700
File: 60 KB, 1500x517, svu5.png [View same] [iqdb] [saucenao] [google]
894700

>>894692
To further illustrate this, see pic related. The UE5/uasset files are much simpler to import into the engine.

The only real reason to keep using Standalone Bridge is if you want to edit the assets or textures, like in Mixer or something. Does anyone even use Mixer? I think they recently released the first update for it in almost a year.

>> No.894726
File: 3.48 MB, 1523x1899, 42ddc219-guilty-gear-xrd-rev-2.png [View same] [iqdb] [saucenao] [google]
894726

How hard would it be to recreate a playable character from Guilty Gear Xrd in UE5 using blueprints? Guilty Gear Xrd was made using UE3. How can I do it? Any tutorials?

>> No.894727

>>894726
ngmi

>> No.894741

Is it viable to use ue5 for archviz? I've got a 3070 with 8GB of VRAM.
My projects are usually entire houses with interior and exterior.

>> No.894778

Why am I still getting low resolution shadows on objects that have green lightmap density (which should be an appropriate density)? I need to boost my lightmap resolution to 512+, which is getting me into red territory, but only then do I get clean bakes. I think the content needs to have green lightmaps for the marketplace, so I don't know what to do. Should I disable lightmap compression or not?

>> No.894821

Can anyone help me with this? All of my hard edges become sharp seams after baking the lighting, even though they looks nice and smooth in the preview window while the mesh is movable. It's like normal map stops working after the light bake.

This thread basically shows the same problem, without a solution:

https://forums.unrealengine.com/t/static-lighting-shows-hard-edges-on-a-beveled-normal-map/452355/6

I'm desperate here, please guys... Version 4.22 and 4.25, same problems in both versions.

>> No.895125

when is the next sale?

>> No.895203

>>894726
look up the write up they did and how they made everything in the game look the way it does.

largely you are going to be fucking around with lighting on a per frame of a pose basis.

>> No.895600

What are the best tutorials?

>> No.895602

>>895600
Checked

>The best tutorials are the ones better than the second best.

Fucking write your questions anon.

>> No.895664

Is live coding broken?

>> No.895685

>>894821
Anyone?

>> No.895846

>>895685
just throwing ideas out there,
maybe it's the resolution of the normal map?
it could be smooth edge is actually just blurriness from the dynamic lights
then the baked lighting reads the normal map at full resolution
its a shot in the dark and idk anything about Unreal, but you could try scaling down your normal map image or something

>> No.895852

How can I make my decals on windows cast shadows? How can I make differently opaque areas on windows (dirt, broken parts), cast different amounts of shadows? I can't get ANY shadows either way, no matter what I do, everything looks like it's fully transparent and there's no dirty broken window there.

>> No.895906

Any Houdinichads here?

Is modular asset creation the real deal? Or is it a meme for an indiedev? Would learning Houdini significantly improve my level creation productivity?

>> No.896047

Is it important to work with modular assets in Unreal? Or is it just as viable to just create a level in your 3D modeling software then drop it into Unreal?

>> No.896134

>>895906
if you can get your head around Houdini successfully than it will significantly improve your productivity, whether or not you can take full advantage of that for your recent project is another topic, but chances are high.

>> No.896147

>>896047
If your doing a game yes it does. While a single mesh seems better being only one draw call, the main advantage to modular prices are easier to assemble and add extra variety but also occluded better since they have their own so so separate bounding volumes so they won't render when off screen or behind other meshes, a single mesh will render the whole mesh even if a tiny piece is visible.
If your not doing games the best benefit is still an easier workflow

>> No.896380

how the fuck does casting work?

>> No.896382

>>895906
Modular assets with not enough variation will look repetitive. Human brain is exceptionally good at picking out patterns.

Houdini is my favorite tool right now. Learned it since early last year for procedural modelling, but now I'm using it for almost everything. It's great for non-destructive rigging and modelling, so I don't use blender anymore. It's also good for modeling clothes, so I don't use marvelous designer anymore. I feel like all I need is Houdini and substance painter.

I like Houdini cuz I'm a coder first though. Built in nodes are great, but I love modeling stuff with VEX. Houdini really opens up if you know how to code a little bit and have decent 3d math skills.

If you seriously want to get into houdini, I suggest doing a few tutorials, get comfortable in it, then learn linear algebra on youtube and get into coding with VEX on houdini.

>> No.896386

>>896382
>Houdini is my favorite tool right now. Learned it since early last year for procedural modelling, but now I'm using it for almost everything. It's great for non-destructive rigging and modelling, so I don't use blender anymore. It's also good for modeling clothes, so I don't use marvelous designer anymore. I feel like all I need is Houdini and substance painter.
I thought Houdini's polymodeling, rigging and animation workflows were kind of behind the times? I'm also used to modeling things in Blender already, and isn't polymodeling in Houdini very much secondary to its procedural tools?

>> No.896399

>>896386
Yeah, when I say 'modeling in houdini', I guess it's like 95% procedural and 5% pulling and pushing some parts with soft select. I find it to be more intuitive because I have a programming background. I'm using Houdini with the Unreal Engine plug-in, and it's great to be able to expose parameters and change them inside Unreal and get the model straight in the engine.

I haven't done much animation inside Houdini - I still go back to Blender for character animation - but I do use Houdini for simulations and baking animations into texture (vertex animation texture) for crowds. They have a bunch of great tools for game development.

Rigging in Houdini seems more complex than it should be at first, but it's good when you have it all set up. I find that it's easier to tweak it afterwards, since it's all non-destructive and procedural. Also I haven't had to go in and weightpaint with houdini rigs, whereas I sometimes have to do that with Blender rigs. I don't do rigging that much, but Houdini is great when I need to do it.

>> No.896418

How do you go about creating and importing different animations into Unreal to be used with animation blueprints and blend spaces?

Like, if I had a character in Blender and wanted to animate things like walking forwards, walking sideways, walking backwards or using an ability, what should I be doing? Do I have a series of animations on one timeline? Do I have to save each animation somewhere? Can someone explain how this all works?

>> No.896494

>>896418
watch youtube tutorials for this. There are plenty for animation blueprints and blend spaces.

For basic locomotion animations, or anything that gets looped and play constantly, you should separate the animations. Blend space is literally a space (1D or 2D) for blending animations. You'd have walk forwards as 1 on the vertical axis, and walk backwards as -1 on the vertical axis. Then the value you put in from animation blueprint would be used to blend between the two animations.

So order of operations is like
Character blueprint (input value) -> Animation Blueprint -> Blend spaces -> play/blend animations

For one shot animations, like attacks and abilities, you don't have to separate them. You can drop a long series of animations into an animation montage. Inside the montage, you can divide up the sections. Then from your character blueprint, you can call something like "play this section from this animation montage" and it will play that.

For montages, it's simpler.
Character blueprint (trigger some event) -> play montage.

Animation montage system is great in unreal. Much better than unity from my experience

>> No.896495

>>895664
works for me. I don't rely on it for anything super heavy though. I only use c++ for my function library that I call from blueprints

>> No.896530

So Unreal documentation recommends not using LUTs and instead using color grading for better compatibility between LDR and HDR. Does anyone know if there's an easy way to process a LUT into the color correction controls? Or does it even really matter?

>> No.896539
File: 67 KB, 273x287, 1619057523276.png [View same] [iqdb] [saucenao] [google]
896539

Any in depth tutorial/course on optimization (LODs, planification, instancing, etc.) for Unreal Engine? I don't know if I'm searching wrong but the lack of content on this is disturbing

>> No.896545

>>896494
I know how all that stuff works, I was wondering about the process of creating those separate animations before importing them into Unreal.

Like how would I go about creating each individual animation in Blender, then importing the animations into Unreal? Blender has just one timeline, yet I'm supposed to have several animation files for Unreal to use. What should I be doing in Blender to create several animations for a rig?

>> No.896710

What are some essential plugins to enable?

>> No.896764

What's the best way to animate the Unreal Skeleton? Mr Mannequin is outdated and not optimized for Blender 3 or Unreal 5.

>> No.896887

>>896764
I use AutoRig Pro on blender. Makes rigging super fast. Works well for remapping mocap stuff to ARP rig on blender. Export settings for Unreal works perfectly

Have you looked at the new way of retargeting in UE5? It's pretty good this time. Ue5 Ik rig retargetting is much more forgiving

>> No.896904

>>896887
>I use AutoRig Pro on blender. Makes rigging super fast. Works well for remapping mocap stuff to ARP rig on blender. Export settings for Unreal works perfectly
Do you not understand what I mean when I say the Unreal Skeleton? Or rather the Epic Skeleton.

>> No.896925

Hey faggots post progress on your (unreal engine) games

>> No.897090

When is the next version of UE5 coming out?

>> No.897152

why not just use unity?

>> No.897157

>>897152
Lumen, Mass AI, Nanite, VSMs.

Unless you are making a sprite/2D game, in which case yeah, use Unity instead.

>> No.897163

What are your thoughts on UE5's 3D modeling tools currently in development?

https://www.youtube.com/watch?v=R5TsbnW4fk8

Could you see UE5 taking over 3DS Max/Maya/Blender for the modeling pipeline? Especially for games.

>> No.897164

>>897163
looks terrible honestly

>> No.897168

>>897164
Care to elaborate?

>> No.897177

>>894726
go join a fucking UE anime figther mod discord

>> No.897178

>>897168
Its solving a problem that nobody asked for, the results are bad, and its introducing even moar bloat

>> No.897179

>mfw increasingly uncomfortable with how much epic and side fx have been cozying up to each other lately

>> No.897181

>>897179
Problem officer?

>> No.897191

>>894741
absolutely, there is a whole industry based around UE archviz

>> No.897193

>>894741
you're going to find that 8gb is not enough very very quickly. You should have gone with 12gb minimum.

>> No.897251

How much does a multithreaded CPU help for using UE5? I'm still running an i5-8600k, should I look to upgrade?

>> No.897258

>>897257
>I'm still waiting a fix for these >>893726
Idiot. Read my post properly.

>> No.897259

>>897090
I'm still waiting a fix for these >>893726

>>897152
I already used Unity for many years and UE is better outside mobile and 2D

>> No.897260

>>893726
>can't compile a new C++ project because there's a bug with the latest version of MSVC
you still can if you edit the .json files in the intermediate directory.

>> No.897261

>>897260
didn't it get overwritten at every build?

>> No.897263

>>897261
Only if you use live coding. Turn it off and switch back to regular compiling.

>> No.897264

>>897263
Ok, thanks

>> No.897273

>>897251
it helps but it doesnt matter how many cores, ram, vram, ssds you throw at it your still gonna be waiting around for shit to happen

>> No.897286

Which has the better animation workflow, Blender or Unreal?

>> No.897299

>>897286
You make up your own workflow..

>> No.897300

>>897299
Sure, but at some point you have to decide on what's a better choice to invest time learning.

I'm curious to know if anyone here uses Unreal's animation toolset and can describe the pros and cons vs other animation software.

>> No.897342

Did you guys see Quixel Bridge got a huge performance update recently? It runs so much snappier now.

>> No.897470

>>887693
Use a shitty upscaler on it. Should smoth it out.

>> No.897819

Is UE5's terrain generator good?

>> No.897849

>>897819
You can always import terrain data if you think it's not good enough.

>> No.897939

>>897849
But is it good?

>> No.898193

>>896764
How is Mr Mannequin outdated?

>> No.898248

>>877665
It's possible to download someone's project, open it up, then migrate assets to your project.
Although there might be ways it can be traced.

>> No.898328

>>898193
It's designed for the UE4 rig, not the UE5 rig. It's also not optimized for Blender 3.1

>> No.898364

I spend more time in other software making assets rather than in UE and halfway in I give up due to how tedious it is. Fuck being a solo dev is soul crushing

>> No.898368

>>898364
Pay Pajeets on Fiverr to be your asset slaves.

>> No.898412

>>898368
fuck you

>> No.898765

Why not just use Godot?

>> No.898811

>>898765
This.

>> No.899033

coomer here, can UE5 replace daz yet?

>> No.899142
File: 21 KB, 393x360, hmmm.jpg [View same] [iqdb] [saucenao] [google]
899142

I have been using the Houdini plugin with UE4 but recently I started wanting to upgrade my project tu UE5. But is the Houdini/UE5 plugin stable enough to do that? If not are they at least working on it (I've seen a few people say it's not but I don't know if they should be trusted)

>> No.899158

How essential is it to learn git?

>> No.899212

>>899158
just check out 'everyday git' in the man pages and really commit that to memory. It's not essential but it will make you way more productive and save you lots of time.

>> No.899228

>>899212
>just check out 'everyday git' in the man pages
The fuck are you talking about retard?

>> No.899361

If you use a program like Substance, Mixer or Toolbag to make all your textures, where do Unreal's materials come into play?

I thought the whole point of 3D texturing software was to take care of everything on the texturing front. At what point should I think about using Unreal's specific shaders/material workflow?

>> No.899386

>>899361
Texturing software makes the maps you use on models and surfaces, and make a material that you plug the textures into so they can be rendered.
Shaders can do a lot and it's best to put parameters to tweak the material without recompiling using a material instance.

>> No.899477

Anyone making a game?

>> No.899532

>>899477
yes

>> No.899834

Is it worth using the Nvidia RTX forks of Unreal Engine?

https://developer.nvidia.com/game-engines/unreal-engine/rtx-branch

Are there any noticeable advantages for an indie developer?

>> No.900022

>>899834
Anyone?

>> No.900128

>>897273
was running an i7 2600k, GTX960, gpu died, what would you recommend a 3060 or an A2000?

>> No.900203

>>897939
You can create good terrain, yes.

>> No.900325

Anyone picked up something for the sale?

>> No.900386

A fucking month and they updated to 5.0.2, now I can compile

>> No.900468

What is exactly required for Unreal to tolerate textures imported from a FBX file or from the Blender pipeline? Too often I get blank textures instead, and I cannot figure out how to solve this.

>> No.900470

>>900468
Just assign the textures in the engine.

>> No.900498

my decimated objects look like shit in unreal, is zremesher/quad remesh for low poly the proper workflow?

>> No.900509

What's the easiest to build interior and houses from a plan and load them into unreal? I find Blender a bit difficult at some points or at least kinda time consuming. Anyone experienced with SketchUp? Is it a better workflow?

>> No.900569

>>896382
hey anon, I think Houdini looks great since I like procedural stuff, non-destructive workflows, and I already know coding and linear algebra.
But do you actually pay the >$200 license, or pirate? Or is there a free version good enough for basic procedural modeling?

>> No.900602

>UE is tied to EGS
Is Timmy gonna sell my porn collection to the chinese? I just want to go legit with my animations and you pretty much need to know your way around UE nowadays...

>> No.900614

When installing UE5 I can chose if I want to install the platforms for iOS, Android and Linux. They all are tons of GB size. Do I need them? I only wanna do some Archviz on my PC

>> No.900638

>>900602
Then just build the source code from github if you want to ignore the launcher.
You could also try assetmanager or whatever it's called.
>>900614
Unless you plan to build for those systems then no you don't need them.

>> No.900788

>>900602
Retard

>> No.900863
File: 404 KB, 1165x1110, shadow-maps.jpg [View same] [iqdb] [saucenao] [google]
900863

>>900498
just in case anyone cares
I fixed it by turning on ray traced shadows in project settings and switching from "virtual shadow maps (BETA)" to shadow maps. so if you're working with lumen and not using nanite make sure you enable those

>> No.900878

>>896382
post resources you believe will help learning Houdini and linear algebra

>> No.900935

>>900022
Why would you use a fork of Unreal 4 when Unreal 5 is readily available and stable?

>> No.900946
File: 1.72 MB, 1280x720, 1635968911638.webm [View same] [iqdb] [saucenao] [google]
900946

haven't done any modeling or game dev in a long time so i made this in a few days as a warmup

>> No.900947

>>900946
UE5 btw

>> No.901012

>>900946
the black texture is icky, try different roughness map at least. edges are too hard, it needs a high poly pass

>> No.901049
File: 53 KB, 1024x666, 311.jpg [View same] [iqdb] [saucenao] [google]
901049

https://www.youtube.com/watch?v=aWRD90rqmmM

>> No.901091
File: 471 KB, 1920x1080, 1648735682392.jpg [View same] [iqdb] [saucenao] [google]
901091

>>901012
agreed desu

this is also my first time genuinely trying a pbr workflow, so i used crazybump to generate a specular map, touched it up and used it as a roughness map lmao

i downloaded substance painter and some tutorials yesterday so i'm gonna give that a try, ty anon

>> No.901351

Is the water plugin broken in the latest version of UE5?

>> No.901359
File: 2.86 MB, 1280x720, 1632775900290.webm [View same] [iqdb] [saucenao] [google]
901359

>>900946
trying a different approach, here's my results after trying substance 3d for the first time

>> No.901474

>>901351
Elaborate.

>> No.901528

Is Niagara really that much better than Cascade?

>> No.901846

I was watching this interesting gdc talk on how they did crowds in AC:Unity https://www.youtube.com/watch?v=Rz2cNWVLncI
It's basically about how they changed the LOD of NPC (and their AI, rig, animations, etc.) based on the distance they had to the player and player's camera.
I'm trying to find something about that made in Unreal but I have no success, can anyone help?

>> No.901873

>>901528
Niagara does GPU fluid simulation now. The plugin is still in beta, but you can already have realtime smoke and water in UE5.

>> No.901874

>>901846
Check the Matrix demo files, there is a crowd system in there. Its on the Marketplace (for free).

>> No.901920
File: 314 KB, 1600x900, pic1.jpg [View same] [iqdb] [saucenao] [google]
901920

How hard is it to change a UE1 project to UE5?

>> No.901935

>>901846
There is the mass system
https://youtu.be/f9q8A-9DvPo

>> No.901938

>>901874
>>901935
Thanks my peeps

>> No.902152

>>901920
very

>> No.902175

Is ArtV2 still the way to go when rigging/animating human characters in Maya? I see that the project hasn't been updated in a long time and was wondering if it was still relevant.

>> No.902186

>>902175
Sorry for double post but am I better off learning rigging as a whole with Maya. I'm tempted to take this course: https://www.udemy.com/course/introduction-to-rigging-in-maya-2022/

>> No.902353

>>902186
i personally really enjoy rigging organic objects/characters in maya over any other software, if that's worth anything

>> No.902645

New thread:

>>902644
>>902644
>>902644

>>902644
>>902644
>>902644

>>902644
>>902644
>>902644

>> No.902757

This is a slow board, I think we'll be fine for now.

Anyone have experience selling a game that has UE Marketplace assets in them?
I should just credit them right?

Finished not perfect not going to spend 20 years perfecting an art style for a game that may not even be that good.

>> No.902912

>>901474
My bad. The water plugin only works on landscape objects.

>> No.903147

>>902757
If you buy it on the ue marketplace you do not need to credit. Sometimes asset sellers try to chance themselves and do shit like "non commercial use only, email me for commercial license"
Epic will clamp down on that shit if you tell them.