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And keep in mind that it will be a TON of work to make a good looking 3D game (Normalmapped assets and custom PBR render pipelines etc riquire a lot of knowledge to get right). So keep your concept simple and scaleable. Try to make a minimal version of your game in both engines and see what workflow is better for you. I think they both offer free versions for that.
Best wishes!
Fancy seeing you here...
Small world.
Thank you for the suggestions!!
I actually have a 4 man team. Coder (me), graphics artist, animator/3D modeller, and concept designer. I am thinking an Unturned graphics style but elevated and with a personal touch. Ok I know, the concept designer is just a friend who is too busy to write code or anything but would still like to help out some.
I am thinking an Unturned graphics style but elevated and with a personal touch.
I do actually have experience with XNA/Monogame, but obviously with 2D. Both engines offer a free version, but the "royalties" are different. I'm pretty sure that Unreal charges 5% royalties once you make 3K, while Untiy charges 1.5K once you make 100K.
Unity uses C#, while Unreal uses C++. However, Unreal has this thing called blueprints which is essentially visual scripting. Because of that my team members (who do not know any coding languages) could pitch in with the code if I go with Unreal, but I myself am not a fan of visual scripting. Unreal also has more templates to start with, but Unity just feels better to me. (That is probably just because I have used it more.)
It's a hard decision that I have to make soon.
Oh, hello. You look familiar. :P
If it's just about the visual scripting that would make you go for UE I think it should't be to hard for your co workers to get through the tutourials in a day or two and have some fair basics for scripting Unity too... I remember it beeing pretty straight forward to make custom UI elements and stuff too.
What type of material editors/3D in-/export would your artists prefer? I remember UE beeing stronger with visual material editors too. And animation transitions/blending and ragdoll setups are also a thing to concider. So the art pipeline and asset compilers are something you might want to look at too...
No problem! I should have brought it up. Anways, I think you are right about my team members being able to figure out basic C#. I also agree that Unity has the better royalty system.
As for the art stuff, I think I understand your question (I am still fairly new to the 3D world of game dev). My modeller/animator uses Blender. I know nothing about material making software and the rest of your post is all new concepts to me.
A lot of the tutourials only cover the fastest ways to get things into the engine but that isn't always the most optimal solution. I'm not sure how these engines handle these things nowadays but they are worth looking into and I'm sure there are good solutions for both.
Asset compilers take all your assets and compile them ito an optimized format. Like textures, sound files and 3D assets.
Animation flow/blending/transitions is for blending animations together. Like going from Idle to walk and then to running without skipping. I guess you can find a few things on that topic for both engines.
So it is really worth an evaluation.
Ah, ok. Thank for the the information.
Team IM ;o)
Unreal is better for FPS cause optimized for this genre. Unity optimized not so good (occlusion culling fixes little percent of problems, you need write optimizations by self, hide unseen rooms with scripts). Unity is engine just for arcades but not for seriously 3D projects (but graphics effects in Unity is similar Unreal). But with your little team, i think, is better to use Unity. It's easy to development, C#-logic and shaders compiled in split of seconds. Unreal need more time for this operations (shader created with blueprints can compiled in minutes on not top machines... and more details like this).
Unreal and Unity is different instruments, try they youself, but please, write here about result of your choise :)