Thank you for the video! Love the art styles and good to know Crest and Gaia can work together. Whenever I try to include Crest into my Gaia Pro builds, I can never get the water to show itself and have to revert to the standard Gaia water.
I tried to get a stylized look by disabling reflections and caustics. I also played a lot with the different scattering parameters, and with the colors. Finally, the light sand color of the ground makes a difference in the shallow regions.
You're absolutely right. Think of Unity as a sandbox. It's barebones, a naked sandbox. You need plugins for everything or develop by yourself. UE on the other hand has everything built-in. Unity: - Terrain: Gaia and Gena - Vegetation Studio Pro - IK: Final Ik, Dynamic Bone, Tail Animator, Spine Animator - Ragdolls with Physical support and Animation Support: Ragdoll Animator - Water: many options - Volumetric lights, sky and fog: many options - Paths: Path Painter or Gena Around US$ 2000, each plugin with its own implementations and which append to the project load and compile time. Then remember you need to pay at least Unity Plus which is US$ 800/yr. Meanwhile ALL of these features are freely built-in UE. And UE is free up to a $1 million PER GAME. But then you have to use C++ or Blueprints. Trade-offs.
Jesus, I forgot to mention: - Behaviour Trees: built-in UE, at least US$ 100 in Unity - Character Controllers: built-in in UE, no need to ever get an external one; many paid options in Unity for a decent one (or spend weeks building your own) - Splines: built-in in UE, Unity now has a beta one or buy one of the many paid ones - Mesh destruction: built-in in UE, Unity needs paid package (or use the amazing Free deform one)
UE iteration time: press ALT+P to enter play mode, it plays in MILLISECONDS. Make changes to Blueprints, it's in real-time, no compile time. Unity: possible to Play Mode instantly with toggling an option, but then a lot of static script errors. Made a tiny change do any script? Wait the damn "Loading Assemblies" pop-up EVERY TIME.
Where's the tutorial? 🤔
Thank you for positing this!
My pleasure!
Thank you for the video! Love the art styles and good to know Crest and Gaia can work together. Whenever I try to include Crest into my Gaia Pro builds, I can never get the water to show itself and have to revert to the standard Gaia water.
Don't know what is going on. I never had issues with Crest and Gaia. I am using Crest URP.
Jesus loves yall if yall didint know come to Christ repent non denominational
Nice intro!
Thanks, I learned that my viewers don't want to see me first in the video, haha
How did you get the water to look so pretty? I have Crest, but my water doesn't look nearly as good as yours. Lol!
I tried to get a stylized look by disabling reflections and caustics. I also played a lot with the different scattering parameters, and with the colors. Finally, the light sand color of the ground makes a difference in the shallow regions.
@@TheSecretsofApagayoIsland I'll try that. Thanks so much!
U using flat colors without reflection right?
yes.
i see u not cast shadow?
This is not a tutorial.
So I must spent all this plugins money and this will be quality of rendering I love ue4 more
You're absolutely right. Think of Unity as a sandbox. It's barebones, a naked sandbox. You need plugins for everything or develop by yourself. UE on the other hand has everything built-in.
Unity:
- Terrain: Gaia and Gena
- Vegetation Studio Pro
- IK: Final Ik, Dynamic Bone, Tail Animator, Spine Animator
- Ragdolls with Physical support and Animation Support: Ragdoll Animator
- Water: many options
- Volumetric lights, sky and fog: many options
- Paths: Path Painter or Gena
Around US$ 2000, each plugin with its own implementations and which append to the project load and compile time. Then remember you need to pay at least Unity Plus which is US$ 800/yr.
Meanwhile ALL of these features are freely built-in UE. And UE is free up to a $1 million PER GAME. But then you have to use C++ or Blueprints. Trade-offs.
Jesus, I forgot to mention:
- Behaviour Trees: built-in UE, at least US$ 100 in Unity
- Character Controllers: built-in in UE, no need to ever get an external one; many paid options in Unity for a decent one (or spend weeks building your own)
- Splines: built-in in UE, Unity now has a beta one or buy one of the many paid ones
- Mesh destruction: built-in in UE, Unity needs paid package (or use the amazing Free deform one)
UE iteration time: press ALT+P to enter play mode, it plays in MILLISECONDS. Make changes to Blueprints, it's in real-time, no compile time.
Unity: possible to Play Mode instantly with toggling an option, but then a lot of static script errors. Made a tiny change do any script? Wait the damn "Loading Assemblies" pop-up EVERY TIME.
I am not a big fan of the Unity vs. UE BS. Take whatever fits your needs. I use both for different purposes.
@@TheSecretsofApagayoIsland I will not use unity in 2023 I will stay on unreal it more than enough to me , thanks alot .
Jesus loves yall if yall didint know come to Christ repent non denominational