Hi guys,
I know many folks here work in AAA gamedev studio. I would like to know what is generally the main strategy for PBR level preview with a Maya based pipeline in a game studio ? When you have build and shade all your assets individually and you have now to layout them to build your levels, how do proceed to get an accurate viewport preview ?
- Do you have directly your in house game engine connected to maya , and then you can preview the exact result directly inside Maya ?
- Do you have a shaderfx based pipeline where you have your own in house PBR shaderfx material that try to mimic your engine behavior ?
- Do you use instead the default shaderfx stingray / substance workflow that use a restricted / limited shaderfx context ?
- Do you use instead the arnold aiStandard material that has been enhance recently as a previz material ?
- Or do you forget about Previz in Maya and integrate directly the layout in the game engine , no maya preview of the levels , engine only ?
Thanks for your lights, and sorry if my question feel kinda weird !
Cheers
E
Replies
In fact you have the ability to display Maya scene directly in UE but not the other way around :
https://docs.unrealengine.com/en-US/Engine/Animation/LiveLinkPlugin/ConnectingUnrealEngine4toMayawithLiveLink/index.html
Initially i tend to really love shaderfx, and base my workflow on it. but :
- i find AD default workflow base on stingray really bad. Stingray context is very restricted, it is kinda legacy as LUT and logics were created to have a perfect Match with stingray engine. Substance tools works only with this context.
- shaderfx in itself is beautiful , but the tools looks to be doom to be the next abandonware, cause there are very very few effort done on the shaderfx workflow (No PBR shading model for ex , Main dev has leave AD, bugs take a LOT of time to be corrected ).
- Most of the Viewport work at AD is done on Arnold viewport preview and the new MaterialX / LookdevX / Hydra workflow, but arnold is more vfx oriented and the new material editor is not there yet.
So i am curious to know how they do in AAA studios !