In terms of the texture workflows, we love and want to support the FN style and also need to support experiences that want to target a more photorealistic look. We want to have more training material in the future that helps creators navigate their specific target.
We will continue to approach this on two fronts: The first is to make more of our existing content available through FAB or directly through UEFN. And second, we definitely intend to give more options for creators to add their own flair to their experiences. So please stay tuned!
This is a very hot topic in our internal discussions. We are in the process of addressing some of our existing limitations but we are definitely motivated to resolve this soon.
Initially there has been an emphasis on supporting the stylized look of FN, but we also want to pave the way for more photorealistic experiences. Creators can use the M_EpicBase_Parent material as a foundation or create their own, and combine this with custom lighting using captured HDRIs. The following video by William Faucher, even though it’s focused on UE5, touches upon several lighting concepts that can help achieve a more realistic look: Lighting in Unreal Engine 5 for Beginners
There are a few building blocks from FN-BR which we are making compatible with UEFN. Once we do this, it will pave the way for the BR team to help us have workshops to instruct and inspire the creator community. I want this to happen very soon!
( 2 ) Have a close look at some of the official Fortnite prop work done by some of our artists and published on artstation, such as this example: https://www.artstation.com/artwork/PdZBr
I hope these two resources will help you achieve your goals of making assets that fit well within the FN world.
How can we know that we applied nanite on a mesh correctly and that it truly gets optimized in the scene? Also if a mesh is optimized in the scene, will project size still show that mesh as really high filesize, or nanite optimization affects this window as well?
Thanks for some interesting questions… lots to think about and reflect on from Epic’s perspective but also very pleased to hear how much everyone is deep diving in the world of UEFN art.
Any static mesh geo you import into UEFN automatically becomes a nanite mesh, so long as it has an opaque material applied to it. If you have a masked material on an object and want it to be treated as a nanite mesh, you need to tick ‘Allow Masked Materials’ under the ‘Nanite settings’ tab in ‘World Settings’. Nanite will optimize your mesh in the level in terms of performance, but high triangle count meshes will still add a lot to project size, so you’ll need to balance the amount of geometry you need to attain visual fidelity in your scene with the project budget. Hope this answers your question, let me know if anything needs further elaboration!