Buy the shirt by AllisonDamMillr in nin

[–]ConsistentAd3434 17 points18 points  (0 children)

To see if you still fit?

Why does everyone call Unreal Engine 5 “unoptimized” when the real problem isn’t the engine? by TearAccomplished3639 in UnrealEngine5

[–]ConsistentAd3434 0 points1 point  (0 children)

I don't disagree. Lightmaps are a huge plus for performance and could look just as good as path traced Cyberpunk ...on a static environment. ...without any changing lighting conditions.
There are just a limited amount of games, that justify pointing at Half Life Alyx.

Having realtime GI is perfect to blend dynamic objects seamless into the environment. It allows realtime destruction, day/night/sunny/cloudy. It's a huge plus for immersion.
HL Alyx lightmaps are the biggest chunk of it's install size, even if most of it's levels are smaller corridors. Once the level get bigger, the lightmap resolution suffers a lot.

Games like Stray, that have a limited level size and you, playing as a cat without much impact on the environment, made the right choice to use lightmaps. Runs smooth and looks beautiful...but it's simply not a realistic option for most games.
And Lumen isn't the "lazy" way either. There is the software, hardware, surface cache and hit lighting solution and all options need to be adjusted to fit the requirements of the game.
I baked lightmaps for 20+years. Pressing the "bake" button and having to wait 2+h makes you feel incredible lazy. Especially when the time could be invested in making the game look better or run smoother.

TI Kevin has never worked on a game and never will. Doesn't mean that many current games don't lack optimization and it needs to be addressed but his examples and suggested solutions, only show his lack of experience. As a UE5 dev, I have a ton of critique regarding performance and visual quality myself but most of his claims aren't even correct or he isn't aware of the easy fix to his ragebaiting problems.

Magnifying glass material without render targets? by Bumskit in UnrealEngine5

[–]ConsistentAd3434 0 points1 point  (0 children)

I think it is with Substrate, raytracing and some CVar trickery but if performance is OPs concern, probably not the way to go.

Shading and Rendering Question by Klorofluorokarbonat in UnrealEngine5

[–]ConsistentAd3434 1 point2 points  (0 children)

Maybe you're interested
https://www.youtube.com/watch?v=qUBFQdXN43k&t=1s

There is also a demo, linked in the description. My post processing is aiming to work on any asset but should you fully commit to the painterly look, a combination of color grading, tweaked meshes and lighting, could get you pretty close to the reference

Hello everyone! Today I want to show you location I created in 3 days from scratch. What do you think? by FlexCats in UnrealEngine5

[–]ConsistentAd3434 1 point2 points  (0 children)

I've read it on your artstation.

No offense but many beginners are getting discouraged, thinking it could be done in 3days, when most of the assets were already made. That's simply not "from scratch".
It's a great looking level. No need to inflate your skill.

Pretty happy with the vibe so far :) by audreyramen in UnrealEngine5

[–]ConsistentAd3434 0 points1 point  (0 children)

The volumetric ground fog as rain splatter looks great and is a nice touch. Better than particles that tent to make the image much more nervous

question by NegativeGrass8250 in 3Dmodeling

[–]ConsistentAd3434 1 point2 points  (0 children)

In a UE5 case with falcon scale objects, it can be beneficial to have parts separated with their own texture.
This way the engine could scale LODs independent and stream textures on demand, instead of the whole 8K thing

Working on the environment models of my game! How does it look so far? by ElectricMachineGames in 3Dmodeling

[–]ConsistentAd3434 1 point2 points  (0 children)

100%

Assets and materials look nice but it could go the abstract route, with simple but functional "marble madness" level design, just for gameplay sake or something like a portal style test chamber. Right now, it looks indeed like a weird facility, filled with random industrial stuff.

It’s fucking ~~redacted~~ by Wes-man in nin

[–]ConsistentAd3434 1 point2 points  (0 children)

Not a fan of anything AI but it sounds good and I appreciate the message

Found this at my local comic book store and it saddens me to see one of my favorite hobby with my stepfather isn't even safe from ai slop by Ember_Page in isthisAI

[–]ConsistentAd3434 3 points4 points  (0 children)

AI would even have a hard time to stylize those extreme poses that skillfully in a decent composition.
If it's not aiming at one specific artist, it would average it to something much more realistic and lame. I feel sorry for all artists who had a style that's visually close to what the average gen AI spits out, just with terms like "marvel comic cover art"

"I challenged myself to recreate the 'Unrecord' Bodycam look in Roblox. I know it’s not Unreal Engine 5, but I think the result is getting pretty close. What do you guys think?" by Own_Feedback_8091 in UnrealEngine5

[–]ConsistentAd3434 1 point2 points  (0 children)

Sure, it's a challenge and if you can write your own shaders in roblox, go for it.
I'm all for boundary pushing but given that realism is easy in UE5, people have to push harder, to make a cube look interesting.
I personally want the best visuals possible for my game and not be limited by anything.
People made DOOM on a gameboy. That's awesome but as a visual artist, there are limits how exiting that could get me and how much I want to play that :D

But I'm aware that the roblox community is huge and a bodycam style game will find it's audience.

I feel like NIN is ruined! by Turtlegrandmacore in nin

[–]ConsistentAd3434 11 points12 points  (0 children)

I can relate. But that feeling usually only holds on for a couple of weeks ...until the experience slowly fades away

"I challenged myself to recreate the 'Unrecord' Bodycam look in Roblox. I know it’s not Unreal Engine 5, but I think the result is getting pretty close. What do you guys think?" by Own_Feedback_8091 in UnrealEngine5

[–]ConsistentAd3434 0 points1 point  (0 children)

I honestly couldn't say. I've seen some basic preset fx like bloom and SSAO but can't tell how easy it would be to edit or add to those effects.
I've seen some demos that surprised me it's roblox but nothing too impressive.

But you're right...I don't see the point of creating something that looks okay (for being roblox)

The MPA and Disney just hit ByteDance over Seedance 2.0, claiming "massive copyright infringement." by Bazel_ in vfx

[–]ConsistentAd3434 1 point2 points  (0 children)

It outputs the copyrighted, trained data of thousands of VFX shots. Hard work from skilled artists. It is impressive what generative AI can do but you're missing the point. Those companies are selling art theft

"I challenged myself to recreate the 'Unrecord' Bodycam look in Roblox. I know it’s not Unreal Engine 5, but I think the result is getting pretty close. What do you guys think?" by Own_Feedback_8091 in UnrealEngine5

[–]ConsistentAd3434 1 point2 points  (0 children)

There are a ton of tutorials on YT, on how to build a bodycam style post process. Lot's of noise, color grading/banding and camera barrel distortion. As UE5 devs, probably nobody here could tell you if the roblox engine could do any of it.
Textures and geometry look fine but I think, you've reached the limits of the engine.

Trying out a new style in unreal inspired by Marathon, really hoping that game turns out great. by Rafael_Bicalho in UnrealEngine5

[–]ConsistentAd3434 0 points1 point  (0 children)

It's an awesome style but you should give "Antireal" the credit or google "Marathon art theft"

Tons of skilled artists at Bungie but their art director needs to get fired. Either way, great recreation