This is great news, well done Epic. I find it really sad that Unity have not done this and did not do this a long long time ago, thousands of students will now be trained in using UE4. I really love Unity and have used in the past, lets hope Unity 5 comes up with the goods.
Using parllels.. It does do a great job in allowing me to use max, but it is not native. Plus when trying to use it with unity in the Mac there is always an extra step of getting it from the vm to the host computer and not unity. With a native version of max, I can just save and see my changes live in unity :)
what about using unity or the latest flash or p3d etc to show it in 3D, is that getting more acceptable? I still use both images and a unity link because I know people dont necessarily have unity. If its interactive 3d maybe people can look at what they are personally interested in.
We've been using Unity 3D extensively, it's hands down the best I've touched. I've used several others, some proprietary and some liscensed, and Unity is heads and tales above all of them. And what's better, as opposed to most engines out there, the more I've used Unity the more I've liked it.
Hello all, I am trying to get these wind turbines animated for use in a game using Unity. How would I go about animating these so the animation loops in unity? Will the blades be separate objects or does the entire fbx file havto be one object? how would I export the animation for unity and how do i tell it to begin…
I found QRemesher the be best for creating an equal size quad surface, which is best for sculpting in Mudbox. I retopoed a lowpoly tank-top over my female model, but realized it did not have the perfect Equally Sized Equally Distributed - ESED - quad structure everywhere on the model. ESED structure can be created in…
@DEElekgolo: Hey dude. For the armor my basemeshes are zbrush cube3d primatives. First I just go to initialize and make it the size I want, then go to unified skin and move all the numbers to really low numbers, then make a unified skin. Then I move it into place and start sculpting it there. For sculpting it i use a lot…
Not if you aren't a very good coder and you want something that can easily port to pretty much all platforms. Also, unity has the easiest importing of assets ive seen in an engine. Performance problems aren't really Unity's fault, but the iPhones, Unity is pretty powerful (not as powerful as UDK, but its a great engine).
further testing is revealing some mis communication between max and unity. If I take said model from unreal and export it out of unreal and put that in unity, that model has proper normals. But beyond just being an extra step of annoyance, it also messes up the scale and proper orientation of the model ( y up unity) that…