
Next up
After the switching from UE4 to UE5 i really start to love Nanite. It is just crazy what you can do if you dont have a poly limit for your models. But it is also time consuming as hell.
Here you can see a test about an arcade style collectables system (fully based on niagara). And the function for calculating impact zones for a dismember point system. Also calculating headshot / hit and miss statistics for the player profile.
I started working on the models for the hell level setting.
All SM models are Nanite models without using normal maps. The pile of heads dont use any UV´s and is only polypainted (vertex colors).
Gore update for the game.
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Just finished a few new models for an outpost level. Also created some base blood mask for them as you can see in the picture.
UE5, Nanite and Vertex colors: I tested successfully the use of Nanite and only using vertext color information with all seen models for a cemetery in this scene (Beside the standart UE5 SK player model). No textures used at all.
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I am still working on improvements for the gore system. Here is a video about a final function test for the headsots.
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