Its not bad and there are some interesting developments, but nothing exciting, certainly not on the level I've seen coming from Unreal for the last few years. Having finally watched the Unity video I can't say I'm particularly impressed. I don't think there has ever been a time I didn't jump into a new feature and not find issues, short-sightedness or bugs that I had to report, even those that had been released for months or years already. However that said I'd gladly swap getting Nanite like support in Unity for fixing all the broken, incomplete, abandoned tools and features we already have. I would love to have access to such tech in Unity for high profile projects that could take advantage of it while simultaneously reducing the time and cost to develop compared to traditional methods. While it may not be suitable for some projects, especially in mobile space, its one of the biggest changes in rendering tech for decades, possibly on par with ray tracing. Granted its greatest benefits are when using high polygon count assets and creating those can be expensive, but can just as easy be purchased via content asset packs. Regarding hand animation, there's pixar and you can see how that worked out for them.Ĭlick to expand.What makes you think nanite is out of reach for some? AFAIK its a generalised solution to provide virtualized geometry that apart from a few limitations ( which I think have or are being solved - e.g. Is there even a gain? Every such technology only keeps raising the bar and increasing the costs. Now you need software to it, computing power to run it, you'll still need to model by hand, and on top of that now you'll need to hunt for stuff to photoscan. Then you decide to get a photogrammetry rig. This doesn't seem to be working towards reducing workload or development costs. If you need face animation you may be aiming too high in the first place.Īnd to do it with mocap, you'll need an actor and an animator and a mocap rig and software for it. ![]() If you'll try to do that yourself, that is going to show, like it happens in situation where people try to voice their titles themselves and results are hammy. If you're doing facial mocap, you'll need a proper actor for that. situation where everything is flooded with metahumans and they are associated with cheap and low quality titles. And in the long term their strategies might lead to another Daz effect. an unreal game sorta requires bigger team than unity game at the moment. ![]() Click to expand.Regarding hand animation, there's pixar and you can see how that worked out for them.
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