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This Is Why Your Normal Maps Are Broken In Unreal Engine - DirectX vs OpenGL 

Digital Alchemy
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Full Unreal Engine Pro Masterclass, Go from Beginner to Pro: unrealenginepro.com/
Normal maps looking broken in Unreal when they look fine in Marmoset? You might have the wrong format! Learn about the 2 different Tangent Space Normal Map formats, which one Unreal uses, and how to fix your normal maps so that they look right in Unreal.
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00:00 Introduction
00:35 OpenGL Format
01:07 Direct X Format
01:33 Difference Between Formats
02:12 Switch Formats to Fix for Unreal
03:04 More Unreal Authorized Training

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27 июл 2024

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Комментарии : 23   
@lukesfilmltd
@lukesfilmltd Год назад
This is something that has bugged me for the longest time and I couldnt piece it together. that was clear, concise & really helpful !
@starchaser28
@starchaser28 11 месяцев назад
Perfect, this is exactly what I needed. Thanks!
@armondtanz
@armondtanz 2 месяца назад
I too join this great community of 'the humbles' , it was a pleasure :)
@Shinziga
@Shinziga 2 месяца назад
Would be awesome to do this in graphs then manually per image!
@BadPracticeAutomation
@BadPracticeAutomation 4 месяца назад
THANK YOU SO MUCH. This solved ALL of my problems.
@plasticastrocat6684
@plasticastrocat6684 4 дня назад
so cool
@gdl-nik
@gdl-nik Год назад
Thank you. Amazing Tutorial
@user-vq6hs9xg2e
@user-vq6hs9xg2e Год назад
Great video thank you very much! excellently explainted
@abdellatif7668
@abdellatif7668 11 месяцев назад
Thank you for the tip, this is very helpful
@cadavid112
@cadavid112 5 месяцев назад
What an absolute legend!
@oxenwolfproductions-oficia8522
@oxenwolfproductions-oficia8522 10 месяцев назад
Thank you very much sir!
@denieltonn
@denieltonn 11 месяцев назад
tldr: use directx for unreal and opengl for unity, if anything looks wrong inside unreal, flip the green (Y) direction using photoshop or inside unreal itself
@visualdistortionvfx3859
@visualdistortionvfx3859 3 месяца назад
so many thanks
@Whetzell
@Whetzell Месяц назад
Can you add a normal map to a media plate video if that video is rendered as normal map and attached in materials?
@kegsfx8603
@kegsfx8603 6 месяцев назад
Yes!!! Thank you :)
@yusufa5429
@yusufa5429 Год назад
I knew about the flip/invert Y trick but I did not know how to tell if this is directX or OpenGL from just looking at a normal map.
@user-vc2pm5xv7s
@user-vc2pm5xv7s 5 месяцев назад
Well, the problem can also be the normal attitude from the vertex of the geometry
@oscarchavez8527
@oscarchavez8527 8 месяцев назад
I just started learning about asset creation and was very interested in something that was stated about Unreal 5 during its reveal showcase, and that was that UE5 wasn't using normal maps (asset being imported directly from ZBrush as is without a normal map), because both lumen and nanite could handle the workload without bogging down the performance. So, my question is did I misunderstood? Or do I still need to create a normal map for my asset before importing it into UE5? As I said, I am brand new to this and the sheer amount of information out there is massive and intimidating to sort through. I appreciate any help to understanding this particular issue. Thanks in advance.
@DigitalAlchemy3D
@DigitalAlchemy3D 8 месяцев назад
The original marketing caused a huge misunderstanding of nanite and it's true purpose. Nanite's main purpose is as a replacement for the old LOD system. The showcase showed bringing assets straight from ZBrush mostly for marketing. UE5 has been out for a while now and this has been tested extensively across the game industry and in reality, that just doesn't work in a production environment. Sure, you can do that to make some pretty little localized projects, but anything in the real world of games you don't ever want to use that workflow. We tried it at my day job for a while and it ended up not working for three main reasons: 1. There were still performance hits when using nanite meshes that were too high poly. The ultimate decision we came to as a company was to limit our environment assets to 50k triangles. 2. The size on disk was massive. There is a reason why the Valley of the Ancients install was 100GB yet it was a single tiny little level (about a 10th of the size of a typical modern game level). If we had used this workflow, our game would have been at least 2 terabytes in size. 3. It crashed the editor. Opening a 3 million triangle mesh from the content browser would take 5+ minutes on a good day, and just straight up crash the engine on a typical day. Long story short, how nanite is being taken advantage of in real production environments: you still need normal maps and standard game art workflows, but you can get away with a lot more geometry. You can worry less about your triangle count. You don't have to fight your way to reduce something down to 2k triangles, it's okay to leave it at that 10k triangles from the decimated workflow. But using the 2 million triangle ZBrush sculpt of it just isn't worth it.
@DigitalAlchemy3D
@DigitalAlchemy3D 8 месяцев назад
Here's a video I did a couple years ago when it was first introduced. This section I directly compare a super high poly nanite mesh with a standard low poly version. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-E0mynSXZYpE.html
@oscarchavez8527
@oscarchavez8527 8 месяцев назад
@@DigitalAlchemy3D Alright, that clears out a lot!! Thanks so much, man. I am definitely giving it a watch, along all other videos. Really appreciate help.
@pageyd
@pageyd Месяц назад
and Vulcan?
@gitbuh12345qwerty
@gitbuh12345qwerty Месяц назад
Unreal has so many compatibility issues, literally EVERYTHING has to be converted. It will be steamrolled when something that looks as good or better but is compatible across the board and supports new developer tools comes along. Epic painted themselves into a corner. Let's see how long that lasts.
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