Rendered #3: Meshes and Metahumans by Kyle Kukshtel on 03/08/21 10:42:00 am The following blog post, unless otherwise noted, was written by a member of Gamasutras community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
News
Two issues ago we talked about the then-just-announced Unreal Engine 5, and some of its aims to smooth out production workflows around high density meshes. Since then, Epic has been on a kick building out a case for itself and that goal, releasing various videos about virtual production and cinematic asset creation/lighting on their Youtube channel.
Epic has effectively no competition here on the software side outside of people’s willingness to switch over from offline tooling to Unreal, so their non-stop PR blitz about virtual production is commendable. A general theme