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