Thanks folks! @Lazerus RebornYeah:Yeah man you're completely right about CE3 and maya . The transition was not so bad a couple days with two engines on different monitors and it's done
As for the U4 vs CE3 comparison as I said I've been working with Unreal for almost 6 years so it wasn't actually a transition to me more like a way back home I really liked a lot of things in CE and I already miss them. For example vertex snapping or pivot to pivot alignment and of course dynamic lighting. They both have some strengths and weaknesses.
@Nox: To be honest the whole export workflow is an issue Even with Max it's not user friendly so with Maya it only multiplies. Opening a tool, creating CryNodes, creating material and exporting it separately then putting it all in a specific folder...it takes ages. It's not difficult to me I figured out how to do all those steps but I always was asking myself - WHY!? I think export to FBX is way more efficient way. And also I don't like the idea of creating a material in 3D package instead of doing it in the editor.
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BTW, nice enviroment ;>
- How do you like UE4 compared to CE?
@Lazerus RebornYeah:Yeah man you're completely right about CE3 and maya . The transition was not so bad a couple days with two engines on different monitors and it's done
As for the U4 vs CE3 comparison as I said I've been working with Unreal for almost 6 years so it wasn't actually a transition to me more like a way back home I really liked a lot of things in CE and I already miss them. For example vertex snapping or pivot to pivot alignment and of course dynamic lighting. They both have some strengths and weaknesses.
@Nox: To be honest the whole export workflow is an issue Even with Max it's not user friendly so with Maya it only multiplies. Opening a tool, creating CryNodes, creating material and exporting it separately then putting it all in a specific folder...it takes ages. It's not difficult to me I figured out how to do all those steps but I always was asking myself - WHY!? I think export to FBX is way more efficient way. And also I don't like the idea of creating a material in 3D package instead of doing it in the editor.