Hi guys, in my short experience with both, my opinion is Unreal Engine is a lot friendly on the artist side than Unity. For programming it was easier for me using blueprints than scripting, but maybe cause i´m not a programmer. On the materials and lighting, also found it very friendly with nodal layout. I know that in Unity you can also use tools from the asset store, but if i had to make a comparison it would be like saying "you can do that in max with plugins too" compared to softimage! Matinee is wonderfull for animatics and cinematics... The only thing where UE is weak or possibly my ingorance appears, is connecting the engine to hardware, like for example, leap motion, arduino or kinect. And that is where unity is super friendly.
F. 2015-01-20 15:10 GMT-03:00 [email protected] <[email protected]>: > > I'm biting maya tongue right now to stay on topic and not to go off on a > > certain package. > > > You just cracked me up with that one :) > > > > > On 20 January 2015 at 15:55 Eric Turman <[email protected]> wrote: > > > > @ Siew Yi Lang I felt compelled to respond to your review of Unity > because of > > certain inaccuracies and/or misconceptions. I hope that you do not feel > > slighted as this is not a personal attack at all. > > > > Although my day job now deals with commercial/film/vfx, I have worked on > > several AAA game titles in the past and I am currently wrapping up an > indie > > game with two other people that we made in Unity. I'll admit that I > agree with > > some of what you have stated but not nearly as strongly or vehemently. > One > > point I will agree in is that while they have added a bunch of new > features > > they do need to fix what is broken. That can be said of many software > > packages...I'm biting maya tongue right now to stay on topic and not to > go off > > on a certain package. > > > > Shaders: I agree that ShaderForge makes shader creation much easier and > it is > > worth the added expense. Shaderforge > > <https://www.assetstore.unity3d.com/en/#!/content/14147> has enabled us > to > > develop some very specialized and unusual non-photo real shaders that > could > > have been a stretch for us otherwise. That being said, we are friends > with a > > programmer who codes his own non-node based shaders for multiple > platforms in > > Unity without a problem and he has helped us with such shaders for other > > projects. > > > > Mechanim: I'm going to mostly disagree with you here and my experience > is > > nearly opposite of yours with Mechanim. We definitely did not use > legacy. We > > were able to, without scripting, make our own avatar. You do not need to > use > > the built in avater, just don't use it. Additionally, Unity did not > retarget > > it to two bones for us. Unity Mechanim dealt just fine with our custom > > skeleton setup. Animation and hierarchical blending also worked just > fine OOTB > > for us with our custom shadow rig skeleton. After glancing at how Unity > wanted > > the shadow rig to be organized, our animations came in without a hitch > from > > Softimage. I did not have to do anything with ROMs. I mean no > disrespect, and > > no hard feelings are intended, it's just that I know firsthand that it > works. > > > > Shuriken: I am not going to argue with you on this one. Unity's built in > > particle system is, in a word, weak. Fortunately, an asset called > Particle > > Playground <https://www.assetstore.unity3d.com/en/#!/content/13325> > comes to > > the rescue and, as I understand it, its code is exposed if you need to > tweak > > it. > > > > Pipeline: I'll agree that the hundreds and thousands of pieces of > metadata > > was a bit cumbersome on the check in/checkout. But this is a technical > > industry, the artists are working with technology and it is not > unreasonable > > to expect them to have a modicrum of technical knowhow. The artists at > Element > > X were sat down and launched with instructions on the use of SVN. After > a few > > days, they were shown that how they had misunderstood/cut corners were > doing > > things with SVN were causing problems and shown the procedure once more. > After > > that, we didn't have any issues. Its a partial matter of training the > artists > > what to do and the consequences of not following procedure, and it is > another > > matter of making certain that they are not going to be lazy about > following > > those directions. For teams of more than a few people, custom created > pipeline > > tools can help the artist make certain that they are not making mistakes. > > > > On a side note: I think that Never Alone <http://neveralonegame.com/> > is a > > beautiful game on many levels. Congratulations Siew Yi Lang! I'm very > much > > looking forward to playing it on Steam > > <http://store.steampowered.com/app/295790/> once I clear off my plate a > bit. > > Any large production is quite an ordeal, but I hope that you can feel > proud to > > have worked on it. > > > > Cheers, > > -=Eric > > -- > > > > > > -=T=- > > > > > > > > > -- Francisco Criado visual geek DCA Lab

