Nanite Feature Video

My feature video on Nanite, UE5's new virtualised geometry system is out! For this project I created two scenes; A stylised environment based on Antelope Canyon and a traditional sci-fi corridor, based on some of Tor Frick's speed concepting.

In the video I go over the changes to art production you can expect when working with high poly geometry, spending a good amount of time on unwrapping!

This scene was textured using world space materials masked by vertex colour data.

This scene was textured using world space materials masked by vertex colour data.

The meshes are imported into Substance Painter, auto unwrapped and then baked. The resulting bakes are exported into a texture, then a blender plugin bakes the texture into the meshes vertex colours.

The meshes are imported into Substance Painter, auto unwrapped and then baked. The resulting bakes are exported into a texture, then a blender plugin bakes the texture into the meshes vertex colours.

The vertex colours are then used by a layer blend mask to blend between different material types.

The vertex colours are then used by a layer blend mask to blend between different material types.

You could also generate the masks in most other 3d Programs. zbrush, for example, can be used to generate the masks and paint them directly into the vertex colours, removiing the need for an interim texture.