![]() ![]() ![]() (viii)Most of the common export types with many configuration options. (vii)Texture painting which has some excellent updates coming as soon as Anthony can get the code ported from the branch he built. ![]() (vi)2 types of Sculpting, one of which is very suited to baking High-poly to Low-poly baking(multi-res), (v)A wide variety of viewport shading modes to help see how things will look when they end up in a game engine. (iv)Now we have Cycles baking as well, this makes fantastic looking games possible even for mobile hand-held devices. (iii)Fast baking with many types of passes(even though it does not have AA we can easily bake images at 4096x4096 or higher to get very sharp lines) (ii)The best selection tools I’ve seen anywhere. (i)Excellent modeling tools, which Campbell and others make regular improvements to. Unity has a great texture management system, and Blender has pretty much every other tool that a game designer needs. However, that problem doesn’t really show up when a person is moving all their individual assets into Unity as soon they are created. The only real pitfall with Blender is that little drop-down menu for textures which ends up becoming cluttered very easily and difficult and time consuming to clean. I wouldn’t really be surprised that a lot of people think Blender is awesome for game development especially when they are using a program like Unity. Not going to happen, but I’d be more willing to put stock in the results of that one. When I get my creative on, I disappear from all forums for a days to weeks - something that I’ve found quite common amongst the artists I’ve had the pleasure of working with.Īdd that to the perfectly legitimate reasons of Unity being attractive primarily due to it’s entry cost (free), the fact that the Unity integration with Blender is close to “top-notch” (even in my jaded opinion), and that Blender has a good chunk of what entry-level indie game devs/artists need… it’s not surprising that in said sample of under 100 people, more than 50% prefer Blender.Ī more accurate portrayal would be Unity themselves selecting ~200 users, offering a survey in exchange for a free subscription or suchlike (in order to encourage participation), and then publishing the results. That audience is going to (in general) value what they can get for free over value they have to pay for. It’s a survey of a self-selected audience from the forums (which is your first issue right there), as such it’s going to be weighted towards those spending more time on the forums than creating games using Unity. ![]()
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