Re:Hyper-realistic digital humans in Unity
by drusepth on Tuesday March 22, 2022 @06:20PM
(#30772353)
In my sphere (of ~90%/10% unity/unreal devs), a lot of Unreal's recent releases have been extremely tempting reasons to start migrating from Unity to getting more familiar with Unreal. They're inspiring and make a lot of upper-end Unity tech feel outdated by comparison. Demos like this are a nice reassurance that Unity's capable of whatever we need to wrangle it to do, even if we're not building hyper-realistic experiences like this now. It's nice to not feel like my preferred stack is falling behind the curve.
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Unreal seems to be making these things easier to achieve through tooling for games, where I feel Unity is just trying to point out that you could still reach this level of fidelity if you wanted to, like you said.
I think if I were to start a high fidelity project with a big team, I'd start seriously considering the art pipeline benefits you're getting from Unreal. It looks like they're trying pretty hard to take some of the tedious work out of lighting and setting up LODs, which could be a big time savings.
Re:Hyper-realistic digital humans in Unity
by DynamicStatic on Sunday March 27, 2022 @12:16AM
(#30817660)
Even small teams have great use of unreals tools. Hard to grasp it all but extremely useful.