![]() I know some extensions exist for this for Unity, but Unity need to include one. UDK includes an easier to use shader editor. So basically, you can do ANYTHING because EVERYTHING is made out of shaders those days. If you don't find the shader you need, you can always make it yourself. I have been testing extensively Unity for the past few days. Unity on the other side in such a case costs a flat 30 * 1500 = 45000 USD, a range in which I would start considering to contact UT on a source license for this specific projectĬan you please start doing your homework before claiming absurd things WoodyGoodyĪs an experienced Developer, that worked on console games. UDK takes 25% of your income and the other 75% need to feed 30+ persons, so those 25% you pay to epic are at least in the range of 30*30'000 / 3 = 300'000 USD a year (hence no project on such a scale would even consider using UDK as UE3 is significantly cheaper and offers C++ code access in addition) and thats a really nice assumption cause you need to pay for the next game too to remain in business so to be fair one would assume 2-4 times that at least to go anywhere in the future. They are done in UE which has a lot more to offer than UDK and costs the small nothing of a 6 figure / title license fee, not $1500 per seat.Īnd even IF UDK could do it, UDK is still stelar more expensive than Unity for any project with such visuals (actually for any team project with more than 2 members after at latest 2 years). ![]() It was poitned out above already that neither Mass Effect nor any AAA title was and ever will be done in UDK. Try to put Unity on a ninja PC and see what it can do too easy!Ĭlick to expand.Can you please start doing your homework before claiming absurd things WoodyGoody That's also the reason why modelers should be paid much more than they are paid at the moment ehehĮdit: oh and also keep in mind that production houses usually take screenshots at the maximum of detail on dream machines, of course The complexity of the scene is not so great as you may think, it's the complex of artistic skill that FILLS the scene and teases you. If you watch the picture on a render power perspective, and not on a beautyness perspective, you have: ![]() What you see also in this (very) scenographic picture, is the work of great artists (and many of them). Unity is quick, but GPU power is GPU power for any engine. It's not that UDK makes miracles and Unity doesn't. This means they are very, very, very low drawcalls so they can put a huge number of polygons in. What you don't want to accept is the number of people working behind those titles.įirst, imagine that those huge maps are super optimized. ![]()
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