Any one using both UE4 and Unity 5?

Started by
10 comments, last by Scouting Ninja 8 years, 4 months ago

Actually, you could host the models on a private store site (there are thousdands of them) that track the number of downloads. BITGEM does this for his assets. You can provide the Unity/Unreal store purchase code to him and he gives you access to download the updated models. Each time he updates the models it clears the download times for you. Pretty nifty system and lets users get the most up to date versions of the models.

Also, I have never had these problems. The only major difference when making models for either engine is the normal map system. One uses a different normal map setup. Everything else is more or less the same you just have to setup your model process. The shaders that are being discussed will modify how your models look but that shouldnt be something you are concerned with. Simply make your models with the proper setup:

  • COLOR
  • NORMAL
  • METAL/SPECULAR (depending on your PBR pipeline)
  • AO
  • EMISSIVE

The rest of the maps can be added on a personal choice basis. Unreal has a built in editor that lets you more or less design your own shaders using a UI. Unity had some plugins that let you do this but you have to buy them or try to make them. Either way, the default setup is more or less the same.

Advertisement


Actually, you could host the models on a private store site (there are thousdands of them) that track the number of downloads. BITGEM does this for his assets. You can provide the Unity/Unreal store purchase code to him and he gives you access to download the updated models. Each time he updates the models it clears the download times for you. Pretty nifty system and lets users get the most up to date versions of the models.

I considered this, or just hosting the assets on my own site. However these don't get the same traffic as some of the asset stores.


The only major difference when making models for either engine is the normal map system. One uses a different normal map setup. Everything else is more or less the same you just have to setup your model process.

True, however making the material perfect on one makes it flawed on the other one. This wouldn't be a large problem as it can still be consider professional quality.

I am planing selling the models for much cheaper than they are worth, if there is even a slight flaw people might think the models are a low quality. Besides when doing side projects like this I go out of my way to make the best models I can, it's rare when I get to work on a model where quality is more important than the time it takes.

This topic is closed to new replies.

Advertisement