Blender to unity workflow1/11/2024 ![]() ![]() I’ll learn another one when I’m not busy, but please don’t say “Learn both” as I don’t have so much time these days. I also heard some people said that they saved lots of time to make animation with Unreal over Blender recently. Some people say that Blender is better in animation part, but most of them are old articles and I’m wondering if it’s still the same now. I’m not sure if it’ll be the same in Unity and Blender for the file size problem. Engine, assets, project files and so on, every file is so big, and my hard drive is running out quickly. ![]() The drawbacks of UE5 I found so far are high spec requirement and big file size. I’ve been playing with Blender and Unreal for a month, but still have no idea which one I should focus on mainly. Blender also looks all in one, but most useful assets are not free. If it is true, I probably go with Unreal. I don’t have any co-workers, so I’ll have to do from A to Z by myself for a while.Īs far as I understand, both Unity and Blender are dependent on 3rd party assets mostly unlike Unreal Engine. 6th gen Skylake 2.4GHz~3.5GHz, 40 GB memory, 2 TB SSD, and GeForce 960m. My laptop is kind of old, but it’s a gaming one. I’m broke, so I can’t afford to buy so many assets or plugins now. But I may buy the chroma key green screen.īetter and easier workflow for animation. It should work mostly everything just in the engine as I can’t afford to hire someone to take a shot. I’ll use it for the music videos, short films/animation (probably a long one later) and typography mostly. Modifying the existing assets and arranging them in the scene. I’m not going to do modelling from zero as I found it takes tons of time, and it’s not efficient to me. ![]() If you grab a wrong one then you’ll waste huge time and have to start over. As you know, it takes a long time to learn the 3D engines. I’m going to focus on one of the engines above, and it’s hard to make a decision. In the end this is a very open ended theme that depends heavily on your game idea and ties closely in with your game development environment.Hi, I’m a very newbie in this industry and have zero knowledge with it. I wouldn't split the mesh until exporting, you could set up a python script to do it for you where you could input your desired chunk size to tie in with what you want to use in Unity. Unity has vertex limit of around 64k per mesh so that might also limit your chunk size. This could be a clear starting point for a system to build up from. If you establish smooth rolling terrain using subdivision modifier, you can also get simplified collider for the terrain chunk by reducing subdivision level. Many games including WoW only transform the terrain in Z axis and any more complex geometry comes from additional meshes on top of the terrain. When transforming the terrain mesh remember that you don't want to disturb the chunk seams. UV2 you should keep for lightmapping when working with Unity unless you have an alternative plan about lighting. You could do it with a splatmap texture or you could use vertex colors or even material slots if you don't need seamless transitions between materials. You probably need a material with UV coordinate or you could use the world position XY in shader. Choose your chunk size considering how far the player is able to see in general and in programming parametrize chunksize so that you can easily try different numbers to see which performs and works best for your game project.įinally when it comes to Blender and modeling the terrain, consider what you want to store in the mesh data. The game world is divided by the world coordinates and the terrain system keeps the nearest 4, 9, 16 or so terrain chunks around the camera position loaded. Most terrain systems featuring an async continuous loading do it in square chunks. Unity has their own optimized terrain system featuring texture painting, collider and foliage but not everyone opt to use it. The awesome AAA examples are often low-level implementations with many optimization techniques tailored to the specific games. You can finds lots of intricate information on YouTube searching for "GDC terrain" for example. There are many ways to create large maps depending on the game project. ![]()
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