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A set of software and pipeline for the production of content for a cross-platform 3D game?
Recently, we started to write a script and draw storyboards for a 3D toy for which we plan to release frequent content updates (missions, quests, etc.) later. In this regard, many questions immediately arose about the pipeline of this kind of production and its foundation, respectively.
We have not yet decided on the engine, and the choice is between UDK and Unity3D, I want to find out more about the software set (from small to large) for comfortable:
- modeling
- animation
- creating shaders
- texturing
- editing the "world" (namely, the environment and not levels)
- optimizations
PS For example, CryEngine 3 has realtime integration with Maya, which would include Maya in the musthave list if we worked with CryEngine or it would work on Android / iOS, but that's another story.
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Unity3d, pretty easy to figure everything out, simple workflow. UDK was not used.
Modeling - Blender, Maya
Animation - Maya
Shaders - Unity3d Built in shaders
Texturing - Creating textures: Photoshop, GIMP, Mudbox, filter forge, texture maker, ready-made textures can be applied in almost any editor. To create a UV-UV layout, flatiron and others.
World Editing - Unity3d + Maya + Blender
Optimization - Refactoring, testing, Profiler in Unity3d
Plus, I’ll say on my own that you always need to check the import of bones, animations, UV scans, the display of certain shaders on different platforms, the sizes and bit depth of textures, as well as alpha channels for creating transparent textures, in modeling frequent errors with an inverted plane or incorrect polygon topology .
But for starters, you just need to do it, mistakes and understanding will come with experience, if you turn on your head, of course, be sure.
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