I strongly believe in real-time representation of artwork as it shows what the object will look like in-game. While offline path-traced pieces oftentimes appear indistinguishable from their real-life counterpart, it does not represent the quality of the asset in any game engine with our current methods of rendering. That is why I pushed hard to show what I can create using Unreal Engine 5 with the help of real-time ray-traced Lumen + nanite. I was fortunate to learn plenty of tools and mechanics provided by the game engine and it has ultimately made me much more comfortable with the rendering aspect.
I am still working on a Nanite implementation that allows for rigid body animation so I can create assets with unmatched detail at no additional cost to apparent performance while having first-person animations as well.
Real-time footage captured and powered by Unreal Engine 5.
360° turntable at 24 fps over 15 seconds, resulting in 1 degree of rotation per second. Mathematically perfect. You can't get a smooth experience than this. Science!
UE5 doesn't provide any meaningful way to render wireframes like this, so I replaced UE5 with Eevee. Eevee is an EXTREMELY powerful real-time render engine that at times rivals Unreal Engine in quality.