
Dylan Browne
@DylserX • 10,451 subscribers
Lead Artist - Special Projects at Wētā FX, worked Modelfarm, Mill Film, Mr.X & RSP in Light, Model & lookdev He / Him, Opinions are soley my own.
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How much volumetrics do you want? Me: Yes #UE5 #UnrealEngine #GameDev #SciFi #TechArt
Dylan Browne51,689 просмотров • 5 месяцев назад

After about 30 mins of small optimizations I have it running fully playable on the deck! :) ~80 Billion Polys, 150 Ray-Traced Lights using MegaLights, Lumen & Substrate all running at 30fps on the SteamDeck. #UE5 #UnrealEngine #GameDev #SteamDeck #MegaLights #RayTracing
Dylan Browne120,507 просмотров • 1 год назад

Still looking for a new job! I'm a Tech Artist / Generalist who loves pushing visuals, 13 years of #UnrealEngine, Tech Art, Lighting, Lookdev, Env, Cinematics, HLSL, BP, PCG, Niagara, Python as well as a Houdini & Substance Avaliable mid Dec #GameDev #VFX #FX #GameArt
Dylan Browne37,749 просмотров • 7 месяцев назад

New in UE5-Main this week, Lumen Irradiance Cache, a probe based lumen mode for lower end devices (its super early!) , compared here with default Hardware Lumen, less occlusion detail & reflections loose out a bit but leagues better than no lumen! #UnrealEngine #UE5 #GameDev
Dylan Browne26,819 просмотров • 7 месяцев назад

More playing around with the new Voxelize in UE5-Main (part of Nanite Foliage) using Nanite LOD offset CVARs we can see the Voxels. Overall in my limited testing it is incredibly stable iq wise (way more so than the old preserve area methods) #UE5 #UnrealEngine #GameDev
Dylan Browne26,211 просмотров • 10 месяцев назад

Enjoying pushing this to the absolute maxumum, could use more VRAM haha. 10 Million plus 20 million poly trees Nanite Voxelization at distance Megalights Directional Light RT Culling off, every tree is traced for lumen and shadows real-time in editor #UE5 #UnrealEngine #GameDev
Dylan Browne25,067 просмотров • 10 месяцев назад

The new Nanite Foliage Voxel representation is an absolute game changer for distant environments, density preservation is pretty much perfect. 5 min test scene here. ~1 million 20 million poly trees scattered with PCG #UE5 #UnrealEngine #GameDev #EnvironmentArt #RealTime
Dylan Browne21,334 просмотров • 10 месяцев назад