epsilonion wrote:Its a good idea to have a slider for metalness and roughness to get the look that you want, it offers more control to the user. besides there is 2 workflows, metal and specular (selectable at the top left of the material editor..
I used the same model in Unity without having to change normal
I think 3D Coat export has some issues or imprecisions for 3D engines
normal map is like inverted and rust detail and colors is almost gonna (like Unity)
I got good results with Substance export to Skyline.
Skyline as some essential features really missing (animation functions and prefabs)
TattieBoJangle wrote:Skyline has animation functions & prefabs & Bilinear & Trilinear & Anisotropic filtering, tone mapping & DOF was in gen1
and will return in gen 2 just bigger tasks to do just now.
It all comes down to what you need at this point to be fair if you need an engine that is finished then there are lots to pick from
if you want a engine that you can learn and grow on and don't mind waiting on some features then skyline it is.
For example they have added a good few things other engines don't have even unity just to make it easy for me (cough) the user.
I do see from time to time people ask for stuff that is already in the engine and I get it its exciting coming to a new engine but like everything it takes time to learn.
Before Skyline hits steam there will be loads of tuts uploaded as well as documentation to help as well as discord for live chat you are more than welcome.
epsilonion wrote:Dont forget that each program uses tangents differently, Substance painter and UE4 use the same method of handling tangent space.
I am not sure how Skyline handles tangents but I would try exporting in different profiles to see what works the best with Skyline.
SolarPortal wrote:But from what i have seen, skyline looks as good as any of the others in regards to quality of the model..
All in all, i don't think there is too much difference between the engines apart from renderer differences and as you say AA. but as tattie mentioned, you have full control of texture filtering...
Prefabs are not supported, Skyline just drop on your scene your preset, this means it creates many objects instead of one.
You can learn more here
Unity allows you to intuitively create these types of duplicates using what is called a prefab. The prefab asset allows you to store an asset with all its properties inside the prefab, and the prefab acts basically as a template that you use to create new instances of the same object in the scene
it creates many objects instead of one
Among all users using Skyline, is there someone who expected it to match and race against UE4 ?
I'm not sure what you mean as skyline does exactly that its the same as unity it saves a configuration of entity's and saves them under one file so you drag one to the scene instead of many.
Some times, you just need someone starting a conversation saying something really needs improvments to get things moving forward in the right track and getting the right skilled people able to make it happen
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