In episode 2 of the Space Opera conversion series, we continue the conversation on Nanite in Unreal Engine 5. In the previous episode we looked at converting sculpted meshes out of Zbrush. This time we look at how you can take hard surface meshes that you have modeled and use Houdini to create easy nanite versions. Once you have your combined mesh, you can transfer UVs just like in the first episode to take into Substance Painter to re-bake.
In this episode we also look at examples of when to use nanite and when not to use nanite:
DO USE
1. Organic or sculpted shapes
2. Unique hard surface props
DON'T USE
1. When you need translucency or transparency
2. When you need to vertex paint
3. When using trim sheets
CHAPTERS
0:00 Intro & Previously On...
0:28 Converting the Base
2:15 Using Houdini to Combine the Mesh
4:14 Reload and Re-bake in Substance Painter
5:34 Checking the Nanite Model in Unreal
7:07 When to Use and When not to Use Nanite
9:44 How does this Affect the Space Opera Scene?
10:13 Nanite and Trim Sheets
10:56 One Last Sculpted Mesh: The Stairs
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