How to use Nanite for Games? Unreal Engine 5 for Games - Reduce the Size of your Megascans!

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
if you're making a game this video is for you you will learn how to use mega scan assets that take around one gigabyte or 1000 megabytes for each asset and modify it so you can use less memory and actually have more variations for example you can create something like this completely different with one click and actually use less memory while still having the same details that megas can have not only that you can actually create a new asset entirely using the same material we will create in this course so if you want to learn more you want to improve your mega scans and you want to make a really badass game make sure to watch this tutorial because it's gonna go in-depth and by the way make sure you check our store we have a lot of cool stuff like a free course to learn blueprints modeling the castle in a real engine and of course a lot of your real marketplace packages made with a lot of effort so let's continue so let's take a look at the problem first so i have my beautiful asset here and as you can see it has a lot of detail and it has the nanite enable it's beautiful it has a lot of triangles if i go here to lit i can go to nanite visualization i'm going to go to triangles and you can see i have a lot of triangles and [Music] not only that i have 8k textures which are extremely nice actually um and this is a little bit too much for games if you're making a movie or something like that this may be perfect for you but in our case we want to make a game and what's the problem with this the problem is that if i right click on this folder and i check on the size map you will see how much size this asset has the static mesh itself which is the model has 300 megabytes the normal map has 200 megabytes 200 for another texture and 154 for another texture so it's almost one gigabyte and it's only for one asset so what we need to do is to reduce this size but how can we do it well we're gonna work with materials with textures and we're gonna gonna change this change the shader so let's take a look at that all right so the first thing i need to do is to reduce the size of these textures because if i see my asset press ctrl b to get all the assets in the content browser you can see that it's very heavy and we have three textures and to be honest we have a lot of detail with nanite already so we don't need all of them so what we're gonna do is to go to our library to megascans let's go ctrl space add quicksil content and here in my local content i will look for some services i will look for some nice frogs i could have for example i could use this one if i want it okay so i'm gonna i already don't know this i'm gonna download this in the medium quality okay so it's 2k so i'm going to download this and i'm going to do the same for this for example this one my mine wrote wall there you go and maybe i do the same for this one okay so let's click add now that we have our textures here you can see it's 2k if we check our size here for each one of those you can see it's much lower 25 megabytes 21 etc and a total of 68 per material so what we need to do now is to select these materials and apply it here but how do we do that well we're going to do that with material libraries so if you go to your mega cans presets you can have you can see you have a bunch of materials what about we're going to use those later but for now let's just try to create our own material so it will be very simple i'm going to create a folder here i'm going to call it my i don't know material library let's just call it temple because we're going to do the temple later so stay tuned all right so here in the temple we're going to put material library and that's that's what we need to do so right click here i'm going to go to materials and here i have a bunch of options i can choose but for me i'm going to choose the material layer i'm going to choose one here click on this one so what is a material layer think of this as a collection of your material library where you can have like grass rocks wood concrete any kind of material so i'm going to create one and this will be my master material layer so i'm going to connect ml master surface all right so this will be my master material so let's create this so here it looks almost exactly like your material editor where you can plug in things and you know connect different nodes to get a material we're gonna gonna do a basic setup okay so we're gonna go to our mega scans assets go to the surface let's click on this one okay and we don't really need this texture here but let's use it for now so let's drag all of those i'm gonna drag it here okay just like that and now i have my textures here now i need a way to plug them in so what i need to do is to create a material so i have my inputs and my output is a material so right click and then let's choose material attributes and make material attributes so the base color will be this one the normal map will be this one and here if i open the mask you can see it's almost unrecognizable and you can check these buttons here if i click on this you will see that in the red one i have my ambient occlusion my green one i have my roughness and my blue one i have my displacement map so i'm gonna use those so i'm gonna grab the red one and i'm gonna plug it in ambient occlusion i'm gonna go to the green one and i'm gonna go to the roughness and to this placement i really don't need to use it now so i'm gonna leave it as this and then i'm gonna drag this just like this and now i have my material so if i click apply save now i have a material here so what else do we need to do well i cannot just drag this and put it here because it doesn't work this is not really a material so what we're going to do is to create a material here and we will call it m master rock okay so this will be our rock master material and also we will also right click create material instance so this will be an instance of this but actually let's do that later so let's just drag this here let's put it here so now what happens is that we lose all our colors which here which is the textures that we had before but now it's a great scale so let me duplicate this for a moment we can compare with the old material i can just go to details and click here to go back okay okay so now that i have this what we need to do is apply the material here so let's do that now i'm gonna go to my r rock master and you can see here looks more like the traditional material you look like for example if i put a i press 3 here and i put something like red and then i plug it to my base color now you will see that my rock becomes red which it's not exactly pretty but it's working all right so instead of using this ugly red color let's go to here and let's go material layers and we're going to go to material attribute layers think of this as layers in photoshop where you can put one layer on top of another so for example this is my base layer and i will have a rock here and there is another layer of top and i will put i don't know moss and there is another layer and so on and so on so all this includes all the materials inside so we don't need to really do anything actually so let's go to here we'll call this my rock layers something like that so how do we connect this actually this is a material so you're gonna connect to those but what i kind of do here is click here on my material go down and then use material attributes check on this one and you can see all the materials are condensed so now i can just plug it in and then click apply and now this works now the reason it looks black it's because we haven't assigned anyone any material to this so let's save this just for a moment let's go here s01 and how we assign the material is create right click and create material instance so we'll call it mi rock instance instance there you go so we're gonna drag it here and nothing has happened because we haven't modified the instance so i'm going to double click on this and you will see i have now two options the details panel which is what i usually have at the layer parameters layer which it's a new one so what we need to do is to assign here all the layers that we want and we can keep adding layers and layers on top but for now let's choose the base one so you can see i can see my master material surface here this is my material library so if i click on this one now the background will be my base material let's take a look at this all right so now i have my base material working but it's a little bit ugly because the resolution is very low as expected and you know it can look better cannot compare to this one we have a lot of details so what we're gonna do is to work on this material library to make it look nicer so this is what we're gonna do now so to make this one nicer what we need to do is to actually modify our material library and this will be like my master material so if i think of this this will be my master material here and it will have a bunch of parameters right like you can change the color you can change the tiling to make it smaller or bigger and so on and so on and here i have i can have some childs here for example this can be my rock one this can be most this can be concrete and all of this will be already using the parameters so i have this so let's take a look how this works so if i go here i want to create a parameter so what i'm going to do is to create press u to create a texture card in it press m to create a multiply you can also right click type multiply but you know once you know the shortcuts is much better and you can also press one to create a constant so right now if i multiply those and i put it here and if you want to check how a texture looks like you can just start previewing note you will see it here you can see that it's zero right and it's very flat i don't have the color anymore um if i put one you will get back to the original color if i put five or let's put something crazy let's put 15 you will see that the texture is super small is like this super tiny and it's repeating all over over and over again 15 times inside the square of uv space that we have here so this is what we want to do but we don't really want to put 15 for now what we want to do is to right click i'll convert this to a parameter so this will be my tile okay so now that i have my tiling what i can do is to drag this here just like that uh i could put a value of 10 if i wanted right just to have something and let's click apply and let's see how this changed okay so now our texture is mud has much more resolution compared to before but you know it's repeating all over again and it's not necessarily pretty so what we're gonna do is let's save this so we're going to lose our work let's right click and then i'm going to click on my material layer and this will only serve to do some material changes so i'm going to right click here and then i'm going to create a material layer instance so if i go here i can go to ml and let's just say my let's just put this name rock rough okay so this is my material instance if i go here you will see it looks a little bit different and if i go to my details i can change the tiling here so i can change like 15 or maybe one and check that this one doesn't change and the reason is we're using this master surface so we're going to use this one okay so our background will be with this one all right so let's go here to our rough material here you can change like 10 or something save it it will compile a little bit save everything okay and if this one doesn't change uh let's just go to our material ml rough it should be changing so if this one doesn't change just open a new level and then open recent levels and look it up again okay so now that we have our material layer we need a way to add more materials to this so we're gonna do this this now but we're gonna go to our master material layer here and what we're going to do is to stop reviewing this and right click and convert to parameter so this will be my base color okay right click convert parameter this will be my normal mod and right click and this would be my mask okay so now that i have this i can create another instance let's save everything and let's create a layer instance from this this will be my layer mine rock so we can use this asset here so it will be very simple we're gonna go here and we're gonna change this textures we're gonna call mind rock for the diffuse mine rock for the mask and mind rock for the normal and you can see it looks a little bit different so if i go here to my rock and i change want to change the material for example i want to use my mine rock now you will see i'm using another material so let's let's organize a little bit here let's close this okay so if i use the mine rock it will have a look like this let's put it here take a look and if i put the rock rough i have to look like this so what i want to do now is to blend these two i want to put my rock material here on top so i will have my rock graph here which is what i want and then i'm going to create a new layer see nothing has happened because i haven't select any layer but i will put my my rock and you see that it's replaced this one so if i unclick this i will toggle the visibility you will see if i have my layer on my layer one i replace completely my background color so that's not really what i want so what i'm going to do is to create a material layer blend which will allow me to create different type of lens that i can use to have here on my texture so let's go to do that next so before we continue to take a look at what we will do in unreal let's explain a simple concept inside of photoshop because it works the same inside here than in unreal so i have two layers here background and layer one and as you can see it's happening the same thing that in unreal if i put my layer one i completely remove my background and i if i hide it i can see it in my background again which is exactly what is happening to us so there is a concept of masking that we can apply here if i click here on mask i will add a layer mask and what i can paint here it's black and white so if i alt click here i can take a look at the mask and let's paint some black here for example let's do a happy face all right so now that i have this we can see the mask that is working here and that's very nice but how do we actually make this one look better although it looks cute it doesn't really work for us okay so this is the same thing we're gonna do in a real so i'm gonna go to substance designer here and if you're familiar with this this is just a software to create textures i'm not gonna go into very deep into this since you can grab the texture anywhere from mega scans or even the internet for free it really doesn't matter but for me i like to go to grunge press sorry press tab go to grunge and let's say we we can choose this one okay and what you can do is to change a little bit the balance here the contrast something like this okay so now i can go here and then copy to clipboard so now when i ctrl v i will have my mask so if i do this here you you will see i have my mask here but i don't really want to do that so what i'm going to do is to go here i'll click here in my mask i'm going to paste it here okay and now you have the two layers that are blending okay so this is what we're gonna do in real we're gonna create this mask and we're gonna tell unreal to use this mask to actually use a material here and another material in the background all right so now that we know how to apply the mask in photoshop let's see how we can do it in unreal well first we need a texture so let's go to a content browser and i'm going to import the texture and i already have something here so i can import these two if i want it um i'm going here and i'm going to put the grayscale make sure all of these are on the grayscale here there you go okay let's save everything and now what we need to do is to create a mask so how do we do that well it's very easy let's go to right click material and select material layer blend this will work as a mask unlike the material layers that work as material like your library this will work as your library off mask and this will work as your library of materials so let's click on this one let's choose mlb material layer blend and you can choose any convention you want but as long as you remember it that's fine and let's just call it grunge texture okay so now we're gonna go here you can see it's very different too first it says material layer blend here and it has two materials now in order to explain this a little bit better the alpha will determine the mask that we use if it's white we're gonna use the material on top if it's black we're gonna use the material on bottom there's nothing really you can do here but what you want to do is to create the texture so it will be very easy let's go back here to our branch and put it here okay now we have our texture we're going to grab it here notice that i'm using this one so i can have a grayscale channel but so let's do that okay so let's click apply okay and let's apply this to our rock so let's go to a rock let's put it here okay and now see that my mind rock is completely replacing the other one so what i want to do is to select mine and let's just put grunge texture here okay and now this will use my mask to put my mind rock so let's try to find it so you can see that this gray spot is using my mine rock and the other one is using the rest so let's try to modify the mask a little bit okay so let's move this back here and what we're going to do is to right click and convert to parameter and we're going to use like i don't know um texture uh crunch texture something like that okay and we're gonna use the same we did before we're gonna go to u multiply press one i'm gonna connect this to i'm gonna plug in here and let's click on one okay so i'm gonna put the default value of one actually let's change the name name to tiling something like that oh let's click apply and in order to see this better let's go to our master surface and just for the sake of demonstration let's press let's add a add and i'm gonna put a constant here put a press one right click convert parameter and i will put my brightness okay i will put it just like this like one click here click here actually let's put the value of zero just for now there you go okay so now that you have this let's go to a rock distance excuse me okay so now that we have this we can change the texture to use another one if i go to my blend asset let's make this one a little bigger you will see that i have my layer which is my material and my blend acid which is my mask so i have a bunch of this color parameters that i can use for example i can change the tile to 0.5 and you will see that my material is changing or i can even change the texture to put any texture i want actually i could put the grid i could put something like this and it's very evident when you when you see it here so let's put it like crunch let's keep the grunge one for now okay and because we create a parameter let's go to our layer asset and let's go to our color parameters let's put the brightness to zero point five something like this so it's it's brighter or maybe you can use like one five something like that okay so we have this then we have the brightness the tiling brightness 50 come on save okay let's close it and open it again okay new level here up and recent levels text one and for some reason it is not changing so we're gonna take a look at that that now if i go here to my my rock this will be my brightness and i can change the brightness here so it should work if i go to my mind rod change the brightness just put a in my rock there you go you can swap it and it should work there you go and that's our that's a rock okay so you can change uh if it doesn't update make sure you click here and then click here again sometimes the material is a little bit funky but you know that's how our mask looks so what we need to do is to make something nicer to the mask turn change the contrast change the basically change the contrast and the brightness of the mask we're going to do that now so the way we're going to do it is to go back to our mask here and what we're going to do it's first we're going to multiply this will increase the brightness so let's go here press 1 and let's call this intensity and i put a value of one here connect these two and now i'm gonna put a another one which is a power node a power is a contrast node so what i'm gonna do is to press one right click convert parameter and i'm gonna contrast okay by default i will put a value of one now there is one thing i need to do before if i connect these two and i plug them here there is a problem with this let's let's open the rock here if i go to my blend asset you will see i have my intensity and my contrast here but if i put my intensity like 50 you will see that it is very extreme and if i put my contrast to 50 like everything is very very very extreme so what i want to do here is to put a clamp and what this will do is to let's move this one here in case you cannot see it what this we do it's a clamp the values if it's more than one keep it on one i think and if it's lower than zero keep it on zero so i'm gonna put here uh it's this is a very good practice to make for your materials okay so now where our materials are working as they should so let's try to play with the mask so we're gonna change the contrast and the intensity okay you can change the intensity if i put the contrast like five you will see that it's very small something like this let's save the levels because i kind of move my map here something very strange about unreal five anyway so i put can change the contrast or i can put more contrast or less contrast something like this something like this should work nice i can change the intensity i can put 0.1 or 1. i can put it like 5 okay i can change the tiling like 0.2 or 0.3 or 8 or 20 but looks like 0.5 is a nice number okay so now what i want to do is of course reduce the brightness of this one and now i have a nicer material right so what i want to do is swap them i'm going to put my rough layer here and i'm i'm here i'm going to put my mine rock there you go and by default we change the default value so let's put this one to zero for now okay let's put it again and there you go so now this is working we can change the parameters for example we can change this color parameters for like 15 something like that and now we have our mask and it's working quite nice so we're gonna use it uh later to create more mask so what i wanna do here is to actually have more control over my materials because i actually only can use brightness and tiling and what i want to do is to use my mega scans materials the same ones we use in mega scans that they create for us we're gonna use it here so let's do that next okay okay so in order to get the nice material that we have here at least the nice controls if we go here and press ctrl b we can go to our material and here you can see that it's you have a lot of parameters here you can change the color for example you can put it green or something like that i don't know why you will do that you have to build albedo controls like control the saturation you can control the brightness and you can control the tiling and everything so it's very nice it's very nice so we're gonna do that here and how we're gonna do it is if we check this material let's go to the parent one and you will see that i already have something here but this material here is using the surface material so if i ctrl b you'll see this is the default material what i want to find is my surface material this is what i want so if i go here you will see that i have a different setup and the reason is i'm using the tiling here and because this one is an asset not a surface we we can we need to use this one and of course another way to use this is go to your mega scan material and you can see that it has different presets so if you go here you will see that it's the same one so how do we use it well it's very easy we just need to select all of those ctrl c to copy and it's a little bit messy here so let's close the windows later so what we're going to do is to go to our surfaces into my material library and let's go to our ml master surface so now you see we have a bunch of parameters here but now if we paste this now we now we're talking so what we're going to do is to select this like this so let's delete this we don't need this anymore okay and this has the material here so if i go here i'm already using my mega squares material so let's apply and see what happens here and you will see that some things change so one of the first thing is that i'm using this default material and the reason is i haven't really changed my default material for this ones so if i go here to my rough rock i can see that i have my materials here so what i want to do is to put my rough rock here and here i will put my rough rock mask and here i will put my rough rock normal there you go and just like that we are back to normal kind of back to normal it's the same one yeah okay so now that we are here uh let's let's close all the difficulties a little bit messy so let's close this one this one we're gonna keep it like this uh the mind rock ah yeah it's just gonna keep it like that actually you don't really need to change it okay save it the branch map you are needed now this one and this one we don't need it this one we also don't need it okay there you go am i my rock okay beautiful let's save everything so here if i go to my rock material you will see my asset is mine mine rock and you can see that there is something here that is happening first it's a tint or the old middle controls i'm trying to change the saturation on all these things but let's do it in the original one so here we're using my mine rock is using these ones which i don't want so let's change this let's choose the mine here diffuse the mine here is this and the mine here as the normal map that's the first thing we need to do all right and this is the mine rock and let's go for my rough rock okay so for my rough rock looks like everything is okay we're gonna keep it like that so what we're gonna do here it's uh let's just put the mind rock here as the background and here is a rough rock just like that okay beautiful now we need to change the tiling because we haven't changed it so what we can do is to either change it here or change it in the in the master material so we're going to change it here our rock will have a tiling of 10 by 10 actually 12 by 12 just like that and you can see that it's changing and my rough rock i mean my my rock will have a value of 12 by 12 also i guess let's see the change we need to save it first now you can see it's it's working as as expected okay so now that we have this you can see my texture is working i'm blending between two materials and looks like nothing has happened but now we have more control for example i can change the tint of the mine rock i can put something like red something like that and for this kind of thing it's better to use it in on the instance so the rough rock for example i can once the instance is there it's already compiled so i can i can have a little bit of a darker tone for this just like that or maybe a greenish one or if i go back to the original i can change the color a little bit to something more red something like that i can just blend it like this just to have something different okay so now that we have this uh we're gonna add the dollar material and this will be like small pebbles on top and you already have a master material for this so let's do that very quickly all right so let's add another material for this and it will be very easy so let's go back to our material here let's go to my main rock and here i'm gonna choose a new layer and we will create a new layer here so it will be very simple let's save everything so that we don't regret in the future so what we're going to do is to create a new layer and we're going to put it on top so it's very easy i'm just gonna create an instance from my material layer and i'm gonna connect mlml moss something like that okay so if i double click here if i go to my details i have all these parameters which is beautiful and then i can go to my surface and go here and use my diffuse here i can use my normal map here and i can use my mask here so now i have something nice so if i go here let's go to our material rocket instance we can just put it here on the mouse okay so what this will do is that this will update all my rock which is not what i want really so what i want to do is to only put it on top like this crevices and this kind of thing um in order to do that it's going to be very easy so the first thing is that let's change the tiling okay let's put something like 10 by 10 something like that let's see if this enough okay actually not enough let's go 15 by 15. i regret let's go 10 by 10 and let's stick to our decision okay so let's just say it's like this uh what we need to do is to actually create another blend so let's do that now what we're going to do is to go to a material library let's save everything and let's create a material and then material layer blend okay and this will be called mll mlb and slope mask okay this will be my slope mask so click on this one okay and now we have the same thing we had before the two materials blending and we need to put an alpha and what we're gonna put here is a slope mask so if we search here and we type slope and you cannot see it here we can just drag it here what you can see if i right click and start previewing is that it it will apply white on the top and black on the bottom but this is what i want so let's apply this and very easy we're just going to mark material layer blend now let's look for our slope okay now that we have this our slope is working so let's try to take a look and look at that now we have a nice really color variation here and if you're on top like you can see like the grass and then go down the bottom it just looks very nice so there's some things we need to do here to make it look a little bit better so what we're going to do is to put the parameters here so the thing is normal will be a texture so let's just grab one of these textures here for example this one okay and let's put it like tangent normal okay let's put it here and look what will happen here is like my texture actually changed now it's using the normal map from this to create an ice mask which already looks nicer the slope angle will change the direction of which the slope is applied so i'm going to click v to create a parameter you can also put a vector parameter okay it's the same let's just call it slope angle by default it's going to be 1 because going from top if i go here it's gonna go from top but if i want it to look from other direction let's say from the y-axis let's just put one and zero and you will see that the slope duration comes from this angle this is very useful for things that accumulate like the snow or something like that that you can put on trees and you can also put it here on x and y so it is very useful all right so now that we have this uh we can do a couple of more things let's put the fall of power so let's press one right click convert to parameter let's call it file of power okay by default let's just leave it like this like zero and actually put one you can see it increased like the contrast and let's ctrl c ctrl v and let's change the name of this one too cheap contrast okay cheap contrast just like that we're just gonna put it here and let's just put like i don't know let's just leave it on one for now okay and now that we have this we can go to our instance i can see it's already changing a little bit so if you want to take a look at how this looks like let's play with the parameters a little bit for example we're gonna expand our slope mask and you can have all the parameters here okay so for example we can change the falloff to zero one two three can change the contrast to two zero point one or minus one fifty five one and you can just play with this until you have something you like put something like two or one and you of course you can change the angle for example you can change the direction of which this is happening for example i can put it on x just like that and on x i will be putting here all my all my tanks here i'll put it on y i will just have it in that direction which i cannot see because i haven't rotate but that's the beautiful thing about this is that you can just go one which we had before and if i press alt three i will check the color and you see how a change as i rotate the asset my asset also changes now there is one more thing here that i want to do and what i want to show you is that you can actually use any mask you don't really need to use this one although this one looks nice you can use the grunge texture again and you can choose a different grunge variation for this and now you have another mask here so this is the power of material libraries that you can use to actually change how your texture looks like okay and this is this is very very powerful so let's go for our slope angle let's click on one click mouse here there you go a little buggy but you know this is what we have all right so now that we have this what i want to do is to add a little bit of complexity to this i want to add a global value change okay so we're going to do that next and you can see that already my asset is looking much better than before okay and we're using 2k textures alright so let's do that next all right so now the fan begins let's create a completely new material for our mega scan asset so i'm gonna go for snow i already choose this nice snow here and i add it to the library so you can add any material you want actually but let's just keep it simple for now let's go back to unreal and this is my snow so i'm going to create what you will think a new material so right click create material instance ml snow and just like that we're gonna go to change all this so let's put a snow in the albedo map the snow in our mask and snow in our normal map and now you have snow beautiful so what i will do is to duplicate this one and i'm going to create a new material instance now it is a little bit messy but let's we will wrap it up soon so let's just duplicate this one m a rock snow and i'm going to apply it here and nothing has happened because i haven't changed the parameters you can see the power of this i can actually go here and instead of using mos i can use snow and i can change all the values for example let's go here and let's go to our background let's go to our i'll be the controls and let's change the saturation for something like 0.6 okay and let's go to our layer one two let's go to our tint let's go to our saturation i'll leave the controls let's just put something like 0.7 and let's put a something like a little bit of a like this color okay and this one can have something like this maybe you can have a little bit of a difference actually so if you click ok now you can have something different like now take a look at this now you have snowing all the small little bumps that nanite give it can create a completely new asset just like that and with this you can actually apply too many assets for example i can go to my mega scans let's go here and let's find one of the rocks we want for example let's find this one and let's put it on that night click add okay let's drag our asset here should be this one well let's put it here so this is our mega scan asset and now i can choose crack my snow texture can just put it here and i have a completely new asset all right and i can do the same with a lot of different stuff all right so now that we have our asset we can compare the two of those originally it was one thousand megabytes almost one gigabyte and with this one we have from 200 to 300 so let's take a look at our size map if right click size map you will see that if like 500 here but the reason is i'm actually sharing the textures because these textures are actually used here and are actually used here so it's really much less than 500 it's like 200 300 total so we only count the size of this one like 300 and we can reduce the number of textures of course we're using clean materials here whereas here where you only using one so this is an extremely good way to make your assets optimized for your games because only with one asset almost one megabyte one gigabyte for each asset and this is only one if you want to have 10 or 100 you will run out of memory but with this one we can still have the beautiful textures of mega scans with all the details and actually save some memory here not only that when we can speed up the workflow if we want another material library we can add some snow here and we can have a completely different level using the same assets not only that we can actually use other mega scan assets like this one to create different variations using the same textures and with only one click we can create a completely new environment and using less resources that actually don't have a loss in quality this is extremely high quality texture and originally while they are nice they're not meant to be used for games as it is we need to modify them so if you like this video give us a like subscribe of course and don't forget to tell us in the comments which kind of video you would like to watch and we may do a video about it and of course if you're a serious game developer and want to learn more or you're making a game and taking a lot of time make sure to check our store where we have a lot of assets like code bfx characters for a very cheap price that you can actually save months of work and thousands of dollars just by getting those and of course if you want to learn more we also have some premium tutorials with a lot of in-depth knowledge just like this one for you to learn more about game development so i will see you in the next one bye
Info
Channel: UNF Games
Views: 25,970
Rating: undefined out of 5
Keywords: unreal engine 5, how to install unreal engine 5, unreal engine 5 tutorial beginners, tutorial unreal 5, tutorial ue5, how to use unreal engine 5, learn unreal engine free, how to create a game with unreal engine 5, ue5 tutorial series, unf games, unreal engine 5 early access, download unreal engine 5, introduction unreal engine 5, blueprint tutorial ue5, blueprint tutorial for beginners, blueprint tutorial unreal, intro to blueprints, nanite unreal engine 5
Id: DmnAI01boww
Channel Id: undefined
Length: 55min 47sec (3347 seconds)
Published: Wed Nov 24 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.