Professional Services
Order outsourcing

An Artist Recreates the Meat Cube From Unreal Engine 3 Tech Demo in UE5

Gears of War's infamous meat cube has been reimagined with the help of UE5's Chaos Flesh system.

Fifteen years ago, at the 2008 Game Developers Conference, the Gears of War team made history by sharing a groundbreaking technical demo for Gears of War 2, showcasing the then-innovative features of Unreal Engine 3 and highlighting how the engine's lighting capabilities, Ambient Occlusion technology, support for massive crowds, and handling of destructible environments significantly contributed to the production process.

To many, however, the most memorable part of the demo was Gears of War's infamous meat cube. Although its appearance was far from attractive, it played a crucial role in effectively demonstrating how soft-body physics functioned in Unreal Engine 3.

A few days ago, Game Developer and Technical Artist Ev Schwab revisited the nostalgic abomination, showcasing an impressive recreation of the meat cube powered by Unreal Engine 5. According to Ev, the cube was created using Chaos Flesh, UE5's system that provides high-quality, real-time simulation of deformable soft bodies in the engine. Going above and beyond, the creator even re-recorded Tim Sweeney's lines from the original demo, a suggestion put forth by Joe Wintergreen.

For those not familiar, the Chaos Flesh system within Unreal Engine 5 offers real-time, high-quality simulation of deformable soft bodies in the software. In contrast to rigid body simulation, the shape of soft bodies can dynamically change during simulation based on their properties.

This system supports the simulation of both Static and Skeletal Meshes, offering a variety of parameters that provide artists with exceptional control over the final result. The team's primary aim in designing this system was to focus on simulating the muscle deformation of characters during skeletal animation.

The impressive performance of the Chaos Flesh system is achieved through the real-time simulation of low-resolution geometry, complemented by cached results from an offline simulation of high-resolution, cinematic-quality geometry. Attached below are some insightful tutorials on how you can best utilize the system for your projects:

Earlier, Ev also leveraged Unreal Engine 5's Chaos to create a neat vehicle/structure-building mechanic inspired by The Legend of Zelda: Tears of the Kingdom and subsequently joined 80 Level to tell us more about this system and explain how Unreal Engine's Physics Constraint Component helped in creating it:

Click here to check out more of the artist's awesome works. Also, don't forget to join our 80 Level Talent platform and our Telegram channel, follow us on InstagramTwitter, and LinkedIn, where we share breakdowns, the latest news, awesome artworks, and more.

Join discussion

Comments 0

    You might also like

    We need your consent

    We use cookies on this website to make your browsing experience better. By using the site you agree to our use of cookies.Learn more