as has been mentioned in the other baking threads: What is your final output target? Is it max or a game engine? If its max, then bake in max. If its a game engine, then see how it looks in engine first, then see if you need to change things.
Theres not really much in it hardware wise, so you should be OK - however I would advise building this directly in the Unity iPhone engine, not the Unity engine, otherwise you will in for a serious shock. (lots of Unity functions are simply not available between the engines)
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SO I've been working on a project for the past two years, my team consists of 5 people. They are the same people from the start (except 1 was added along the way, fairly recently). The game project isn't just a game either - its an entire engine too. Now yes - obviously this takes a long time. We've just gotten to the…
The Pixel Processor get some nice optimizations on the Directx 10 engine (OpenGl engine on mac will come later). So this perf boost will only be available within SD as Unity/Unreal uses the CPU engine. You can expect this kind of performances on very complex functions:
Unity use the Substance Engine 5 currently. Changing the engine compatibility in your settings will only highlight incompatible nodes in your graph, it will not affect the cooking of your substance (sbsar). You will have to check manually your graph for nodes and property that don't exist in the v5 of the engine.
super thin wires and things like this i think would be added into the engine later, like in the source engine they do ropes and tentacles with a vector, instead of an actual mesh, or in wow bow strings are just a line drawn by the engine between two points, no geometry.
OMG!!!! EPIC.... Orgasm!!!! who needs Crytek when you got as its name says Unreal Engine 3?!?!?! but seriously though... Crytek is an awesome Engine... but personally i think Unreal Engine is the BEST and will always be the BEST by far!! great stuff :D
Hmm...I don't know if this is actually a concern for nowadays game engines, but what if a certain game engine does not support textures in that ratio? Or is it just generally accepted nowadays that next-gen game engines (UE3 for example) that it will be accepted, as long as it's ^2 size textures?