Quote: "Your GG games reflects that you got really good level composition skills and you choose carefully models and textures, this is what matters, if you used Unity with some models packs , and some game template plugins, you would do some fantastic looking games "
Thank you!
, however, I just don't think this is the case, simply because all the good looking unity projects I follow have a huge timespan between conception and the first demo. :S I do think that GG is faster in this aspect. I've only released a test game with it so far, so I have miles to go here.
I'd never use Unity but I've done a bit of freelance work back in UDK and taught myself how to use the UE4. Despite all the bells and whistles, I just noticed that the UE4 is ticking way too much time out of my evening and is a lot more demanding in "cerebral energy" than GG so I'll probably stick around in here.
Quote: "It's commercial work only and private on small games, it's more about exotic graphics like Dota 2, OverWatch, Rime for example so there is nothing exceptionnal. I do realistic modeling and texturing only as practice, for fun with teammates for some games without commercial goals, or for some paid works."
You got some shots of that just for fun stuff?? I'm always interested.
I've done freelance before, I know how paranoid customers are about you showing around their "precious" concepts so I get that you can't show that here.
I guess the ultimate questions would be: Why use GG if you are able to use unity with relative efficiency? Why stick around? For me its this community, time efficiency and being used to "how the engine ticks". What about you?
Quote: "So in a way the AAA developers are using an incredibly simplistic method for building their interiors."
In another way, they really are not. I know that there is a trend among developers to view their art and assets as an "investment" they'll have to make simply because there is so much out there on the market but it really is not. Its one half of your game and should have some touch from the developer himself (or his art department if given).
While the final result can be easily snapped together for the game logic to be added, these have been rather painstakingly made in not-so-easy software by the art department before.
And thats the problem with this approach as the suggestions of simply buying prefabs by artists like wizard of id. You'll end up with tons of games using the same room styles and very few people having the tools and knowledge to customize them. That was less the case with FPSC and its segment editors and we will eventually need a tool like that rather than a few stock- room sets and a dozen sets you can purchase.
Bethesdas Method works because they can pitch concepts to 3d modelers that than create their dungeons for them. Most of us here dont have that luxury.
EDIT²:
Quote: "Since I can make my own interior assets... this is kind of why I requested improvements to the snapping methods instead of the EBE tool kit. However this would then only benefit people like myself."
Is what I'm saying. Didn't see that line below tha vid! Sorry.
-Wolf