i'm pretty sure the science behind this is in how we process our IBL vs how they do. since toolbag is a standalone rendering platform, all we really need to worry about is making sure things look good while still performing well on our minimum specs. UE4 doesn't have that liberty, they need to make sure that their renderer…
Hey all, made a fictional golf course environment to test new features of Unity HDRP terrain and lighting. Whole environment from blockout to final is done in 18 hours, used Unity Essentials and free assets. Most time spent on Unity forums figuring out warnings and errors related to terrain, hdrp shaders and art directing…
In my experience realtime clothsims are unpredictable enough that you want to avoid relying on them fully for anything that you really care about. My instinct says physics driven bones are less likely to do weird shit and are almost certainly more performant (low bar in this case tbf) I'll caveat all that by saying I've…
Since I do mostly real time game engine animation I don't use the full Advance Skeleton face rigging tools because it uses a lot of advanced techniques that aren't compatible with game engines (lip zipper, shapes ect) and the set up process is kind of tedious. You can convert the setup you're using over to be compatible…