The update further refines the ML Deformer, initially introduced in Unreal Engine 5.2, by incorporating a masking system for the Local Neural Morph Model, enhancing the Nearest Neighbor model UI and workflow, and removing the NNI framework dependency among other improvements.Īdditional noteworthy features encompass a myriad of tools and enhancements like Cine Cam Rig Rail for filmmakers, new capabilities for volumetric effects such as smoke and fire, a non-destructive cloth simulation workflow with the introduction of panel-based Chaos Cloth with ML simulation, and significant enhancements to VCam, including the facility to review takes directly on the iPad. ML Deformer and Other Noteworthy Additions This functionality allows for the addition of bones to assets and enables the transformation of Static Meshes to Skeletal Meshes, eliminating the necessity to import skeleton data. The newly introduced Skeletal Editor empowers users to construct skeletons and modify mesh skin weights directly within the Unreal Editor. Skeletal Editor: Streamlining Mesh Editing Real-time updates are facilitated within the Unreal Editor, thus streamlining the creative process significantly. This feature is expected to integrate seamlessly with most of UE5’s modern features including Lumen and Nanite, enhancing the overall visual output. Moreover, it serves as a stylistic camera option for games. Orthographic Rendering: A Versatile ToolĪdding a new dimension to visualization projects, Unreal Engine 5.3 introduces orthographic rendering, tailored specifically for architectural and manufacturing projects. Developers have the liberty to choose the number of subprocesses to run on a single machine, adding a layer of flexibility to the development process. Here, subprocesses operate concurrently with the main process, undertaking diverse cooking tasks. This significantly curtails the time necessary for acquiring a cooked output, be it from a local workstation or a build farm server. Multi-Process Cook: A Boon for DevelopersĪ standout feature of Unreal Engine 5.3 is the introduction of Multi-Process Cook, designed to optimize the utilization of additional CPU and memory resources during the conversion of content from the internal UE format to a platform-specific one. Additionally, advancements have been noted in various domains including Temporal Super Resolution (TSR), Hair Grooms, Path Tracing, and Substrate, ensuring a richer and more immersive gaming experience. This update marks the transition of Virtual Shadow Maps to a production-ready stage, showcasing Epic Games’ commitment to continually refining existing tools. Read about it, here!: /pjna9sGylV- Unreal Engine SeptemProduction-Ready Virtual Shadow Maps and Other Tools I’m excited to spend time with my wife and family and am forever grateful the Epic Games family.Unreal Engine 5.3 is now available, with enhancements to core rendering, developer iteration and virtual production toolsets!Īlso included, experimental new rendering, Skeletal Editor, Chaos Cloth and SMPTE ST 2110 support □ I am humbled to have been a part of the team that every day tries to bring ‘joy and delight’ to the Fortnite community! We love watching you experience every moment – leaping from the Battle Bus for the very first time, seeing the rocket crack open the sky, dancing with friends after a Victory Royale, being sucked into a black hole or being washed out to sea as The Island flipped over – and on and on! I can’t wait to now share in the future of Fortnite as a player alongside all of you! The teams are in the best hands and they are working on huge, jaw dropping, amazing things!!! I am especially proud of the opportunity I’ve had to help create and shape Fortnite. From the ambitious Advent Rising, to the start of ChAIR where we created Undertow, Shadow Complex, and the Infinity Blade trilogy, to the honor of our tiny team becoming part of Epic, each new chapter allowed me to accomplish something new and original. I have enjoyed nearly 25 years in the game industry collaborating with some of the most talented people ever and I am so proud of what we have made together. Mustard made the announcement yesterday on X (formerly Twitter).Īfter an incredible adventure, I will be retiring from my role as Chief Creative Officer at Epic this month. Infinity Blade IIIĪfter that, Mustard went on to lead a number of projects at Epic Games, including shepherding Fortnite to its success with a battle royale mode. The Infinity Blade series drew the attention of Epic Games, maker of the Unreal game engine, and Epic acquired Chair Entertainment in 2008. Mustard also worked on titles like Undertow and Shadow Complex. And he was part of the team that started Chair Entertainment in 2005, which went on to make the hit mobile game Infinity Blade. He worked on titles such as Advent Rising.
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