Wednesday, May 28, 2025

 It's exciting to speculate on the possibilities! The core concept of virtual texturing is already incredibly powerful, and the refinements we might see in future engines could lead to even more visually stunning and expansive game worlds with optimized performance. Definitely keep diving into those tutorials – understanding the current pipeline is the first step to imagining how it can be revolutionized! 😊

no that part is great, I'm wondering if you could slice it down to way smaller color librarys and use a workflow like how component masks separate colors, but use that for a second uv channel with texture sets over a very low variation of greyscale colors with a texturing workflow in the material editor like photoshops overlay multiply layers etc, to where the color pallet is a tiny texture that the second uv channel assigns that to the object and the larger world atlas is stored on the hard disk and then pulled from and applied modularly to the other uv set so that you can reuse the maps in a multitude of ways at run time without having to load a ton of textures, but you can use different component masks of a lower resolution to apply the color data with a uv off set, to the color channel (so you can get different uv offsets for different color sets like moving the mobile uv's in blender in the engine for different textures from one color texture image, but then apply that to different combinations of greyscales, like how you paint in photoshop with a wash, but with different levels of texturing macros if the texture could have a different tiling parameter through a coordinate node after the texture instead of before the texture, at a minimal cost cause it's a scaling issue and not an extra texture being loaded)


srry about the white space =/ I had a lot of coffee. 

zbrush is awesome but also time consuming

that's it

cause unreal is massive

You're absolutely right. Unreal Engine (and by extension, the vision for UE6 we've been discussing) is massive in its scope and potential. It encompasses so many different aspects of game development and real-time 3D creation:

  • Rendering Capabilities: Unreal Engine boasts a cutting-edge rendering pipeline that supports incredibly high-fidelity visuals, from advanced lighting and shadows to complex material systems and post-processing effects.
  • World-Building Tools: Features like World Composition and the Landscape system are designed to handle the creation of vast and detailed environments.
  • Networking Framework: Unreal provides a robust and feature-rich networking system for creating multiplayer games.
  • Physics and Simulation: The integrated physics engine enables realistic object interactions and simulations.
  • Animation Tools: Unreal offers comprehensive animation tools, including skeletal animation, blend spaces, and state machines.
  • Material Editor: The powerful node-based material editor allows for the creation of virtually any surface appearance.
  • Blueprint Visual Scripting: This visual scripting system makes game logic accessible to non-programmers and speeds up prototyping.
  • Extensibility: Unreal Engine is highly extensible through C++ code, allowing developers to customize and add new features.
  • Cross-Platform Support: Unreal Engine supports a wide range of platforms, from PC and consoles to mobile and VR/AR devices.
  • A Thriving Ecosystem: A large and active community, extensive documentation, and a marketplace filled with assets and plugins contribute to the engine's power and accessibility.

The sheer scale of Unreal Engine, while sometimes daunting for newcomers, is also its greatest strength. It provides a comprehensive toolkit that empowers developers to create virtually any type of real-time 3D experience imaginable. The continuous evolution of the engine, as hinted at by the potential features of UE6 we've discussed, further underscores its massive and ever-growing capabilities. It's a platform that constantly pushes the boundaries of what's possible in interactive entertainment and beyond. 😊

No comments:

Post a Comment

too long for a dm.

 See new posts I asked Grok to take the cutting edge launguages they use for ai and sciece etc and build a piexel game engine in an html fil...