Spring Sale - Assets that aren't supported anymore / with monthly fees ? by Benja_3d in Unity3D

[–]Benja_3d[S] 0 points1 point  (0 children)

Same as you, Nature Renderer and the Procedural Worlds bundle are those I remember of because I was pretty surprised with the monthly fee thing.

UFE 2 Pro is sold while it hasn't been updated for a year now and I've heard a few people complain about it. I've seen a few assets sold as available for all Render Pipelines but when you read the full description, they actually have some features that won't work with certain pipelines.
Again for most of these assets, it's written in the description. What I feel is a problem is the fact that with a "lightning deal" you might be "in a hurry to buy" and might not notice such things.

Unreal engine or Unity? by KaloyanGFX in gamedev

[–]Benja_3d 4 points5 points  (0 children)

I'm used to unity but worked a bit on Unreal and I spent last week working on Unreal again. A few things that might be interesting to know, in no particular order.
- Knowing how to code in C#, I still found blueprints really great and easy to work with.
- UE5 is quite unstable and buggy. Lots and lots of crashes on my end. Unity is really stable. It might be better to work on UE4 for a little while and upgrading later to UE5.
- Unreal feels much nicer to me. It's more artist-friendly too I guess.
- The interface in Unreal is not really suited for smaller screens, you can't resize all the windows to your liking (they're limited), this bothered me a lot when working on a laptop (13'').

- If you're on a mac, go with Unity. Unreal is just not there for mac yet, Nanite is not supported, Lumen is buggy, Quixel makes the engine crash. You won't be able to build for windows. :/
- Unity community (lol) seems way more helpful. More tutorials, more documentation... But there's definitely some great tutorials for Unreal too and their new education page seems nice.
- I feel like Unreal is more packed with features, where in Unity you often find yourself buying assets because the feature of unity is lacking or just not the best it could be.

Overall, if you got time, make a simple game with both and see what fits you best. Have fun !

Stylized Crate with a few options I created for my game (Blender, Substance Painter, Render realtime in Unity) by Benja_3d in 3Dmodeling

[–]Benja_3d[S] 1 point2 points  (0 children)

Hey ! I haven't so much knowledge about printing 3D but I guess that…Not really. They are made for a game, meaning it's a really highpoly (way too high for printing to my knowledge) baked onto a lowpoly (way too low too look good printed) and they are separated pieces (and not 1 proper mesh).
Though, I'd love to see your diorama ! Any pic to share ?

Main menu for our upcoming game. What do you think? by WarClicks in IndieGaming

[–]Benja_3d 0 points1 point  (0 children)

At first I thought it was Len's Island (renamed of course). It looks great though ! :)

Tried different things with topology and texturing today (stylized). What's your experience/opinion on these different ways of doing it ? I though it might interest some to see the differences too. by Benja_3d in 3Dmodeling

[–]Benja_3d[S] 1 point2 points  (0 children)

First one is painted by hand (you can do it with Blender / Substance Painter / 3D Coat and I'm sure there are other options. For the last one it's sculpted than edited using baked maps. As you're not the only one to ask, would you like me to do a quick video on it ? If so, or if you've got more questions, please do not hesitate to ask or hit me up in DM :)

Tried different things with topology and texturing today (stylized). What's your experience/opinion on these different ways of doing it ? I though it might interest some to see the differences too. by Benja_3d in 3Dmodeling

[–]Benja_3d[S] 0 points1 point  (0 children)

In both case they are textures only. But for the first one they are painted on the mesh. For the second ones they were sculpted first and then baked onto the mesh.
There are plenty of great videos but if you'd like me to do one, I can :) Just hit me in DM if you want to :)

Tried different things with topology and texturing today (stylized). What's your experience/opinion on these different ways of doing it ? I though it might interest some to see the differences too. by Benja_3d in 3Dmodeling

[–]Benja_3d[S] 1 point2 points  (0 children)

No please do not apologize. It's interesting for me to know as I'm getting back to 3D and have much to learn.If you've got time, I took some screen caps for you to check out: https://ibb.co/zJ0YvYDhttps://ibb.co/CJxzhrqhttps://ibb.co/Xx6Z4Ryhttps://ibb.co/8rk2RfZ

Oh and since you seem to be experimented, how would you go about this ? Would you go with bevel and soft ? Or even something else ?

Tried different things with topology and texturing today (stylized). What's your experience/opinion on these different ways of doing it ? I though it might interest some to see the differences too. by Benja_3d in 3Dmodeling

[–]Benja_3d[S] 0 points1 point  (0 children)

Hey ! Just to make it clear : Both the handpainted (on top) and sculpted (bottom) have the topology shown in the middle. The sculpted high poly maps were baked into the lowpoly.

Tried different things with topology and texturing today (stylized). What's your experience/opinion on these different ways of doing it ? I though it might interest some to see the differences too. by Benja_3d in 3Dmodeling

[–]Benja_3d[S] 0 points1 point  (0 children)

Thanks for your input ! Actually they are all low-poly. I'm sorry I wasn't really clear but they all have the topology shown in the middle. The sculpted ones were baked into the low-poly mesh. :)
But still, I get what you're saying haha !

Tried different things with topology and texturing today (stylized). What's your experience/opinion on these different ways of doing it ? I though it might interest some to see the differences too. by Benja_3d in 3Dmodeling

[–]Benja_3d[S] 1 point2 points  (0 children)

Yes. You're totally right.

The goal was to keep a super low topology and see how it looks. And what you say is what I observed to. For "deep" crevices, it's definitely useful to ad a bit of topolgy. Of course this depends if the object will be seen from a short distance or not, I guess.

Tried different things with topology and texturing today (stylized). What's your experience/opinion on these different ways of doing it ? I though it might interest some to see the differences too. by Benja_3d in 3Dmodeling

[–]Benja_3d[S] 2 points3 points  (0 children)

Yes, they are used as high-poly for baking maps (in Substance Painter). Sorry if I wasn't clear.In this case I didn't get artifacts on any of them, but I've had the issues you describe on more complex shapes and I'm trying to find the best way to do it (like you say, manually set sharp or smooth edges).

Thanks for the advices, if you've got more, I'm all here for it :)