Showing posts with label unreal engine 5. Show all posts
Showing posts with label unreal engine 5. Show all posts

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.

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.





Tuesday, August 9, 2022

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

 

1) I slightly changed the UV mapping of the pillars a "little blue":



1) I decided to make some changes in the shader referring to the advertisements:

2) The texture has been 'thickened' to look more like an old monitor screen (which isn't even an LCD).. advertising screens nowadays are clean, not dirty.. this aims for an 'old school' effect (plus it has a timer for the back-and-forth effects of the lines):





Wednesday, June 8, 2022

Saturday, April 16, 2022

Exporting a cyberpunk 2077 like city from blender to Unreal Engine 5 : Part 2

 


Inserting meshes from blender into an ue5 map.








As I had shown you before:

1) Select the 'building' from a blender file, export to FBX...


2) The screenshot of the import options is not here. I used the default options. 


3) The result is very charming. Wait! Nothing is wrong, it means we need to set up the materials.







4) Here I already have the materials configured




This is a setup for a "propaganda" material, its a texture mixed with some 'noise' to simulate a LCD panel.

5) The almost final result is :



Thursday, March 3, 2022

Exporting a cyberpunk 2077 like city from blender to Unreal Engine 5 : Part 1a

 

How to create a "hologram material"?


After importing the mesh (in this case, "011batimentmetal") into unreal engine, automatically the materials are imported (FBX format), but this does not mean that they are set up the same way as in blender. 

Blender and unreal engine use nodes, but the configuration is not the same.

In this case, let's look at the material "HOLOGRAM_ROMAN_EMPIRE" in blender:

(here you can see the same mesh and material, but the configuration is different)

(zoom into the "HOLOGRAM_ROMAN_EMPIRE" so you can have an idea how its made)

The same material is present in this instance in UE, I will double click into the material and enter into edit mode.


Here is the configuration:

(Of course, this is an overall idea, you will have to change the parameters values, and also add more parameters to add effects such as blur, distortion, etc.)








Thursday, February 10, 2022

Exporting a cyberpunk 2077 like city from blender to Unreal Engine 5 : Part 1

 

After some time doing unreal engine courses, it's time to export what I did before in Blender to this one. Reference from previous work: Metal city.


Now, putting what I did before in blender in unreal engine 5:


Configuring materials in unreal 5 follows a logic similar to blender:



I'm now adjusting the scene, importing what was drawn in Blender into the map.