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Unreal Engine 5 Tutorial | Creating Ancient Temple Environment / Part 9 | Learn Unreal Engine 5

Unreal Engine 5

Learn Unreal Engine 5

Create Game Environment in UE5

Game Environment For Temples

UE 5

Unreal Engine

Unreal Engine 5 Tutorials

Автор: Metaverse Marvels

Загружено: 2022-08-24

Просмотров: 60

Описание: I have created this ancient temple environment in Unreal Engine 5. In this series of tutorials, you will learn how to create a game environment in Unreal Engine 5 from scratch.

You can see all parts of this video series from the following links.
Walkthrough:    • Creating An Ancient Temple in Unreal Engin...  
Part 1:    • Unreal Engine 5 Tutorial | Creating Ancien...  
Part 2:    • Unreal Engine 5 Tutorial | Creating Ancien...  
Part 3:    • Unreal Engine 5 Tutorial | Creating Ancien...  
Part 4:   • Unreal Engine 5 Tutorial | Creating Ancien...  
Part 5:   • Unreal Engine 5 Tutorial | Creating Ancien...  
Part 6:    • Unreal Engine 5 Tutorial | Creating Ancien...  
Part 7:   • Unreal Engine 5 Tutorial | Creating Ancien...  
Part 8:   • Unreal Engine 5 Tutorial | Creating Ancien...  
Part 9:   • Unreal Engine 5 Tutorial | Creating Ancien...  


Render: Unreal Engine 5
Quixel Bridge
Lumen: Lumen is the technology that will allow developers to create fully dynamic lighting in real-time, much similar to graphics generated by advanced computers for high-quality animation and film production. Lumen will also save a lot of time that goes into light adjustment and iteration. Unlike current game engines, game app developers will no longer be required to design lightmaps by hand and wait for lightmap bakes to finish. Instead, artists will be able to simply place a light source with the engine and move it inside the Unreal Editor to immediately see how the lighting will look when the game is run on the console.
Nanite:
Nanite is the most unique offering of UE 5, allowing game developers to automatically and massively scale in-game art assets. With Nanite’s virtualized micro polygon geometry, artists get full freedom to create as many geometric details as the eye can see. Currently, what game artists often do is reduce different levels of detail (LODs) for in-game 3D models, each having fewer polygons and smaller textures than the last. You can notice those low-poly models when an object is at a good distance from the in-game camera. This practice is currently being followed to save memory space and rendering time in complex scenes, without compromising much on frame quality. But, Nanite will change this drastically by allowing artists to import movie-quality models comprising hundreds of millions and even billions of polygons from a library like Quixel Megascans, ZBrush sculpts, CAD data and photogrammetry scans directly into the game engine. As Nanite scales LODs in real-time, there will be no need for polygon count budgets, polygon memory budgets, and draw count budgets. UE5 will itself do the job of creating LOD models to match the scene on the target hardware without dropping the quality.

Nanite will prove to be a game changer by allowing developers to have as many objects they want in a scene, an ability that is greatly limited by current game engines. For instance, the scenes in the demo (which ran on next-gen Playstation 5 hardware) have more than a billion objects.

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Unreal Engine 5 Tutorial | Creating Ancient Temple Environment / Part 9 | Learn Unreal Engine 5

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