I am a CG artist & content creator using Blender and Unreal Engine. I love to experiment and learn new things. I combine my job activities as a sound engineer to complement my art with custom sound design. I also make some music... but you can find more info on my instagram or the linktree !
Okay, but the texture sizes can be defined within the quality settings per platform and by setting the quality configurations accordingly: Low, Medium, High, Epic. Defining the sizes there without having to touch the texture compression settings directly in the files, as this is the least recommended option to solve the problem. From what I understand, when starting, the editor can run with 1GB of space for textures, but over time, this space gets exhausted and is not released. Is there any other performance setting that we are not considering?
my dear Valerian, this is one of best tutorials i could follow, also it's very calm(tks to your voice and intonation) and is very well explained. Please make more, cause i enjoy this one and i follow and encourage me to look more of your videos. Thank you for your research and video!
Wow thank you! 😊 I want to make more videos but I am not really using UE these days. I will start doing Blender tutorials at some point, and maybe come back to UE later on!
Thank you for this! I’ve been banging my head against a wall trying to apply a face animation to a lable. Hopefully a saved fix animation with that material can be placed on a curve to give my label a talking face.
OMG thanks a lot i always thought my PC wasnt powerful and now with this i realized that was rendering with a huge texture quality. Thank you again for the optimizations tips.
8:10 Don't do that!! MegaScans come with a Master Material that's already set up with VT sample textures! It's in the folder underneath the basic Master Material!
I have rtx2060 super gpu can it render in this quality. I have tried the best quality but still the render seems to low quality like the leaves and other assets are not getting high quality texture.
I'm a Unity dev switching to Unreal, and this is exactly what I was looking for, but it's way easier to do in Unreal (if you know how). Greatly appreciated.