Sunday, April 14, 2024

Exporting a cyberpunk 2077 like city from blender to Unreal Engine 5 : Part 6: Running into unreal engine 5

 



Finally, the result of the modeling that was created in Blender, now exported to Unreal 5. There are some errors regarding collisions and the like, but the main objective was achieved. 

It took me 3 years to post the result, because I had to save money and buy a new computer that supported Unreal Engine 5 raytracing.

Tuesday, January 10, 2023

Modeling another "plaza" in blender, using a 2D base from AutoCAD.


 

There is already a post abouthow to model a square from a base imported from autocad, you can read it in Modeling a "plaza" in blender, using a 2D base from AutoCAD. , here you will see the same principles, but more "direct to the point":


1 - Using PDF X-change editor: Open the PDF file you just exported from Autocad, export the file to image format (JPG). The default settings are enough for this task. Or you can use any pdf viewer to do the same thing.




2 - import in blender




3 - use the measurement tool to check if the measurement is "close "to the drawing (scale), otherwise you must scale the image with the scale command. make a calculation, 17 is the scale factor to be used.


Source: Blender












4 - The scale command is being used here on the image.



5 - I created a folder called 'reference' and unchecked the selection so I can draw over the image, plus I changed the opacity to 0.5 , which helps with visibility.





6 - create a vertex change viewport shading to xray , and pull lines to create the outline of the square,through the extrude command.








7 - I recommend using the knife command to cut the plane into vertices, then edit the heights of each point group.



8 - with your knowledge about architecture, you will lift shapes, make solids. I can't help you on this point, otherwise I would have to write a lot to explain. moreover, basic colors can help identify textures in the not too distant future. The "rest" is self explanatory.
























































End result:










Wednesday, December 21, 2022

Exporting a cyberpunk 2077 like city from blender to Unreal Engine 5 : Part 5

 

Some progress I'm making, without much explanation because it's the same process as explained before. I believe that soon I will be able to record a video showing how what was created in blender, behaves in the unreal engine and is very faithful.





















Thursday, October 6, 2022

Exporting a cyberpunk 2077 like city from blender to Unreal Engine 5 : Part 4 : Lighting I

Follow these steps:

1) 



2)



3)


4) You will have to restart UE5 to see its effects.

5) I could not use ray tracing : My Cpu is almost 9 years old, including my old video card GTX 1660. Either ray tracing consumes too much memory or my map is too big, consuming almost 12 gigs of ram. i had to disable raytracing and start dealing without it.






There were 450 materials created in total. All have been re-optimized and now there are 225, most of which are instances of a core material, like the following:



I also think that less new materials (and not instances) means less system calls (system call?), so instances instead of complete materials are a way to reduce resources to be used.




Few types of glass were created, before there were about 50 now 17 , most of which are reflections. The same can be said about other categories as well. A category was created for each type of material.


I can't say that all this change generated memory savings, but so far it seems so.