Hi Guys

Thanks for all the amazing viewpoints. off to go make some tough decisions.

Kind regards

Angus
--
Angus Davidson
ICT Project Leader - Digital Arts
University of the Witwatersrand


On 20 January 2015 at 10:28:43 AM, Juhani Karlsson 
([email protected]<mailto:[email protected]>) wrote:

I`m always in awe that people who actually like ICE are not willing to take on 
scripting! I mean its so small step to take from there.
I do feel that Unity is more tested on the mobile front so if your aim is 
toward more advanced games maybe UE4 is better for you.
Anyway the students need to be able to learn new things after they graduate so 
I think that only strong foundations are needed!
Its not the software that makes the game. (unless its game of life)

- J

On 20 January 2015 at 10:14, Nicolas Esposito 
<[email protected]<mailto:[email protected]>> wrote:
@Eric Truman: I considered a different approach and did a bit of RnD in order 
to check which was the best solution, and in the end I did the switch to 
Unreal...

Character customization WIP<https://www.youtube.com/watch?v=3CLuZJFCC7Q>

This is a tool I'm currently working on...it took me 2 days in total ( consider 
2-3 hours per day ) to figure out the logic behind the blend shape blending, 
visual update, lipsync retargeting and so on, which is something that in Unity 
I have to code, there is no script which currently do that, and of course I 
have to hire someone for this...

I already asked, more or less a year ago, about some custom scripts for an 
interactive architectural project I was working on, to be able to see in into 
the browser and be, well, interactive...only for the scripts ( 6 in total ) the 
average price I was asked was 800$, plus some plugins ( including Playmaker for 
simple node based logic stuff ), so in the end the loss on the project was way 
too much.

Luckily I waited and UE4 came out, and the time and effort to develp the 
project was well spent, not too complicated to setup and to test some of the 
stuff I requested a quotation in Unity most of the stuff was already there, and 
the node based editor was a life saver.

I perfectly know that with programming knowledge all those problems in Unity 
could be easily solved, but I still find the workflow very tedious in 
Unity...and I got easily bored with programming stuff, so in part its my fault, 
in part the ICE-like setup of blueprints made things easier for me.

Currently in UE4 there are still some dumb things which they're still 
broken/bugged, but at least I'm able to start and end a project without too 
many issues or desperately ask for help ;)

2015-01-20 4:29 GMT+01:00 Siew Yi Liang 
<[email protected]<mailto:[email protected]>>:
Hi Angus:

Just came off a Unity project for my last job (http://neveralonegame.com/). My 
advice is exactly the opposite; if you value your time as an artist, don't even 
bother with Unity. It's nowhere near the level it needs to be to even think 
about competing with UE4/CE3, let alone other game engines.

I normally don't like to write negative things, but because I feel so strongly 
against how Unity is designed (and how they responded to our support requests 
for stuff that was clearly broken), here's my breakdown of why I disliked 
working with it.

Shaders: Even U5's new PBR shaders are a nightmare to work with. No node-based 
shader editor (other than Shaderforge, thank god for that) makes it very 
difficult for non-technically inclined artists to work up cool shaders. And I 
was working with U4, which was terrible in itself in terms of OOTB offerings 
for lighting. And as for the "one-click multi-platform deployment" stuff, 
yea...the last 3 months of Never Alone were our main engineer and a few of us 
frantically trying to figure out why our shaders were all compiling pink on 
PS4/fine on PC/geometry not rendering on XB1/other mad bugs, and Unity pretty 
much refusing to help fix their own bugs. At least with UE4 we'd have been able 
to fix the problems, whether ours or the engine's.

Mechanim: The entire animation system is a nightmare to me. The retargeting 
system really pissed me off as an animator, and as a rigger, I wouldn't ever 
want to work with it again. Essentially whatever rig you provide Unity will 
always be re-targeted to a internal rig that is pre-defined and 
unchangeable...and it provides 2 spine bones for deformation, along with also 
requiring you to setup RoMs for every single joint...for every single character 
that you make. The only benefit to this? Animation re-targeting. Which no other 
sensible re-targeting system (afaik) does in this manner. The alternative? 
None, other than using the legacy animation system which is unsupported and 
does not have IK solvers. I should also point out that it was in response to 
Unity's nonsense with Mechanim that I ended up writing a custom viewer for Maya 
just so our animators (and I) could look at our own animations and critique 
them objectively without worrying about if Unity was actually doing some weird 
stuff with the Avatar system that was causing them to look different in-engine.

Shuriken (particle system): Let me put it this way, having worked with UE4 and 
Unity (and a few other particle systems besides), there's no contest. Shuriken 
is in serious need of an overhaul; it's way too basic and buggy (esp. with 
animated textures and mesh particles), and 99% of the time effects I want I end 
up using a combination of scripting/shaderforge to get what I want, rather than 
struggling with the limitations of Shuriken.

Pipeline: Unity's YML files (way it stores metadata) is an absolute nightmare. 
Apart from the annoying way it generates metadata files (and regenerates GUIDs 
for every asset comes in) the way it works (by randomly writing metadata 
everywhere within the same YML file) pretty much ensures that if you have more 
than 2 people working on the same level at the same time, you're going to end 
up with merge conflicts all the time unless you have very, VERY well-trained 
artists/designers in terms of SVN lock/whatever VCS you choose to work with. We 
ended up with a gDoc that had people manually update what section of which 
level they were working on based on nothing more than an honour system, because 
people didn't know how to use SVN lock, and you can imagine how that went :)

As for animators, because blend state trees also use the same YML file storage 
format (and the same dumb ways of using GUID/UUIDs to refer to animation clips 
instead of filenames) also ensures that only ONE person can work on ONE file at 
a time, and must ensure that their file is checked in along with the metadata 
file that accompanies it, or Unity will start regenerating it on everyone's 
machines automatically, and then when they check those files in, enjoy 
resolving the resulting mess of conflicts!

I'm not here to plug UE4 really (I personally am a huge fan of CE3 cause I'm a 
graphics whore :P), but I will say that if you think it's easier to 'learn' 
Unity compared to UE4...perhaps the UI? But I would suggest that running into 
technical roadblocks that actively inhibit producing quality content is far 
more damaging than getting over a higher learning curve.

Hope that helps, (and it doesn't sound like I'm bashing Unity too much)! :P

Yours sincerely,
Siew Yi Liang


On 1/19/2015 7:58 PM, Eric Turman wrote:
@Nicolas Esposito
"....In the end you could end up spending A LOT of money just to have some 
basica stuff which you could code ( if you have the knowledge... )
For me Unity is a good engine for a team project, not for a personal one."

I think that you might benefit from considering thinking from a different point 
of view:
Purchasing the right asset from the asset store can save a lot more money in 
the long run when you stop to consider how much time it would take you to 
create that from scratch (even if you are a competent coder.) When Considering 
assets from the asset store, the real questions are:
* Could I script/learn-to-script this in less time than I would have to pay 
myself at $n/hour
* Does the asset give enough capability and flexibility out of the box, and, if 
possible, what could it take to extend its capabilities
* Is this something that I would rather invest in my time to become proficient 
at

Unity allows an individual or very small team to accomplish a wide variety of 
projects on a wide variety of platforms that could otherwise be out of their 
reach.

There are even node based setups in the asset store for programming.

As for examples in Unity, there are many as well.

Cheers,
-=Eric

--




-=T=-





--
--
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Pursimiehenkatu 29-31 b 2krs.
00150 Helsinki
+358 443443088
[email protected]
www.vimeo.com/talvi<http://www.vimeo.com/talvi>

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