While the engine has only been out for a few months, we already have several jaw dropping demos and environments to take a look at so lets. Explore 10 of the best fan made demos made with unreal engine 5.. So, while were on the topic of unreal engine, if you want to learn how to create beautiful environments in unreal check out my brand new environment, art course called the environment artists, survival kit, where youre going to learn everything from making flowing grass to fluffy trees and Sweeping landscapes, all 13 hours of content are only 49 forever and you can also get a discount on the 3d coloring book as a bonus as well. So if youve been waiting to get it now, is your chance ill leave a link in the description for the course first up at number 10 rubes making the legendary rust map from call of duty shows just how far weve come with modern technology and how easy Its become to recreate your favorite games in aaa quality rube starts by importing the base map as a foundation for the level and then carefully and skillfully replaces the textures on the assets using the built in qixel bridge library. Gone are the days of having a separate application to add assets and models in unreal engine 5s viewport. You can simply click the bridge button from the content, drop down, menu and pick and choose assets and textures to import into your level and to top it all off, he adds dust particles really showing how atmospherics have come a long way in games today compared to Games 10 years ago, fans of the elder scrolls series like me, are sure to have plenty to crave in anticipation for elder scrolls 6.

After watching this video next up at number, nine is hall 00117s skyrim in unreal engine 5, western watchtower scene. This scene is an absolute beauty – this beautiful environment, utilizes, nanite geometry, to create hyper, realistic details to create the stone walls. Hall used displacement maps on primitive objects in blender to push out the geometry then imported this as a super dense mesh. Now this could be seen as a huge benefit to people who arent material artists, that cant craft, a stonewall in, say, substance designer, for instance. The tower itself is around 11 million polygons, while the other objects are also in the millions. Never before have you been able to import this amount of geometry. Until now i mean just look at the fidelity of the terrain and the tiny rocks and debris it adds so much believability to this environment. We wish there was almost more to see in this scene and if this scene wasnt impressive enough, its also running at 60 to 70 frames a second, its insane chris g. The creator of this environment provides a quick breakdown on his art station, so ill leave a link in the description. If youre interested in learning more about this fantastic scene coming in number, eight is joe garths, incredible physics, demo showcasing plenty of crunchy terrain destruction. This one will really blow your mind. Joe uses, a third party tool called voxel plug in to chip away at the ground. Around him, voxelation allows joe to create overhangs in the scene and having the capabilities of nanite helps.

Keep everything super performance optimized. Just look at him tunneling his way through the earth, exactly how you would in minecraft. Only this time its in triple a realism using completely scanned assets is crazy. Its truly amazing seeing meteors fall from the sky, creating realistic, craters right in front of your eyes. In this video, joe, is also using nanite to improve performance, despite having some geometry and higher fidelity. You can see this in the background mountains, which are using the high polygon version. Another unreal engine 5 exclusive feature being used here, is lumen, basically with lumen global illumination. Is computed in runtime notice how the light rays coming from the directional light bounce off the red cube and reflect perfectly along the landscape nearby having this kind of interactive lighting allows the artist to get accurate, dynamic lighting without having to use fake bounce lights everywhere. In your scene, Music, next up at number 7 is melhems, amazing, roman temple scene right off the bat. The first thing that jumps out of you is the detail that could be utilized in unreal engine 5, now: Music, melhem imported mega scans for the floor and wood chips, leveraging new technology to push the realism in the scene, importing displacement maps and enabling them in the Engine is a deprecated workflow in unreal engine 5 early access, but you can use it on a landscape material. Should you choose to make one as the camera pans up? We are left with a breathtaking view of the sheer scale and detail now possible in real time from the high poly ornate geometry of the columns to the beautiful statue of poseidon.

Nanite has done it again, just look at the bumps and divots on the surface of the statue as time progresses were definitely going to see some of the workflows seen in vfx, film and cinematics merge with the game industry. I am super excited where the next few years of technology and games is going to take us Music at number. Six, we get a taste of the birch forest biome environment created by willie hamms, also known as maui an amazing artist who specializes in creating photorealistic forests and other organic unreal engine environments. In this video maui converts a pre existing scene originally created in ue4 into unreal engine 5, while adding lumen and manite another cool aspect of unreal engine 5 we get to see in action is virtual shadow maps. These shadow maps are high resolution maps that allow each mesh to cast its own accurate shadow past methods in unreal. Engine 4 were based on a technique called percentage, closer filtering which would over blur and reduce the visual impact of high resolution geometry and shadows notice. The shadows of the individual leaves from the tree canopy. Despite all of this dynamic global illumination lighting and shadow resolution, the scene runs very smooth and just for some background information maui is running the scene on an rtx 2080 at 30fps. It is crazy to think this is still in early access. I cant imagine how powerful this will become in the near future. Next up at number.

Five lets switch gears for a second and see how unreal engine 5 is being leveraged towards the arc viz community. In this video artist and youtuber js films shows off a scene created by divis using unreal engine for archviz purposes, isnt anything new, but it still isnt the industry standard due to pre renderers like v ray and corona, giving marginally better results. When done correctly, however, the benefits of real time for arc viz are obvious. Clearly you can iterate faster for your client. You can walk around in 3d space like a video game. Its completely interactive and vr headsets are now even used for virtual tours of buildings that are yet to be constructed. They dont even exist yet and now with unreal engine 5s, lumen and nanite features youd be hard, pressed to see a big difference in a side by side. Comparison just take a second and check out the physics of these curtains, along with the folds and wrinkles. In the bed sheet and just take a look at how detailed the shadows on these meshes appear, as we can see here where lumen really shines is interiors, while theres still a few quirks to work out with it, its truly beautiful in this early stage of release. Coming in at number, four is a neat little side by side comparison between the same scene in unreal engine 4 and unreal engine 5.. The video starts off in ue4 before it transitions to ue5.

At first, you may notice not that big of a difference with the opening exterior shot where you really see the effects of lumen is in the interior shot. Just look at the detailed shadow maps when compared to the unreal engine 4 scene. It looks washed out, but the level of crispness and contrast between light and shadows in unreal engine 5 is truly staggering. In this shot. We can see just how the new virtual shadow map feature can enhance. Your foliage shadows actually play a huge role in how we perceive information in games without having the right contrast between light and shadows. Environments can become flat, looking heres another beautiful example of interior bounce lighting and number three probably looks very similar to the unreal engine. 5. Debut demo that you saw, but instead of a fictional valley of the ancients, we are transported to a fantastic representation of petra. I know i sound like a broken record, but i cannot get over these shadows. They look so good notice how theres still plenty of information and readability in the shadows. You really want to be able to see details in shadows, especially when youre playing video games and at closer inspection. There also seems to be accurate, color information in the shadows, which is how real life shadows actually behave. Shadows are never appear black because theres always light bouncing off objects into other objects. Turning off the lumen gi, we see just what kind of impact the default setting has on the scene as we make our way inside the interior.

Global illumination steals the show again for those of us who arent lighting artists. This evolution in unreal engine will make lighting your scenes much less painful. At number. Two, the dev squad youtube channel, created a great short tutorial on how to use lumen in your scene, taking you through the initial setup since its not inherently obvious what settings need to be enabled for it to work properly and optimally to do this simply make sure Lumen is active in global illumination and reflection setting under the rendering tab and the lumen tab has global tracing active youre, also going to need to enable generate mesh distance fields. Lastly, you need to enable lumen in your post process volume which dev squad walks you through Music. One of the main reasons i had to put this in our top 10 is because dev squad goes into some aspects of lumen that i havent really seen yet. In particular, using emissive materials to let your scene dynamically and explaining how materials can be used as a light source in unreal engine 5.. Instead of just having to add a point light to enhance emissive lighting like we all normally do its derived directly from the material itself, another great thing they go over is the indirect lighting setting you can just adjust in your light source menu. This is really going to help push the information. Readability of the shadows, like we discussed earlier its just another great feature to have when youre, using lumen and last but not least, is number one.

The latest tech demo showcasing unreal engine 5s potential dropped last week from aaa studio. The coalition. If you werent aware a few select studios from around the globe had been given early access to unreal engine 5 before its released to the public to test it out and eventually showcase how it can be leveraged in a game studio entitled alpha point. The scene is absolutely remarkable, showing just how unreal engine 5 in all of its glory, can be utilized in a production setting the best part of all of this is that its not just a trailer. The amazing folks at coalition gave an hour long talk on the making of alpha point at gdc 2021. If theres one thing to take away from this breakdown, video its, how you can create environments with unreal engine 5s, nanite and lumen, the way a high caliber aaa studio would – and on top of all of this, the demo is tested on an xbox series x and S to evaluate performance – this is our first look as to how this engine can make games for current gen consoles. I really highly recommend that you guys check this video hope. You found this informative and learned a little bit about how people are using unreal engine 5 to raise the bar in their environment.

https://www.youtube.com/watch?v=KxMOHumLMY0