![]() not when many other game engines i can bypass the use of 3DS max even UE3 supports almost all Maya version to the current in 32 and 64bit so i mean i dont feel theres any excuse here. Its mostly a work flow thing, I do all my work in maya if i make small edits i dont feel like exporting then reimporting then exporting again just to view progress. I realize its an SDK but there really is no excuse for forcing the use of there file format when OBJ is easily supported. I hate 3dsmax with a passion to the point i refuse to use it,Īnd again Marmoset is litterally load OBJ, Load Textures, Set light source click render and tada ![]() Now i feel working with Crytek's SDK would offer me better render quality for a real time situation then the engine shown below, the problem is if it requires me constantly waiting on community integration with the apps i use daily, its not worth it, Ill have to stick with marmoset which has its own mountain of issues but at least accepts proper file formats. Just an idea of what Marmoset Real time render offers for quality 1c and is still beta, and for me just throws out errors constantly no Cryteks fault the script dosent fully work, what is there fault is lack luster broad platform support which every other game engine seems to have these days by allowing OBJ files in some form or other.Įitherway looks like for rendering out images im stuck with marmoset engine still ![]() Its pretty bad when the last update for maya to use there SDK was a script made in June / July thats version. If someones going to release and SDK, make sure to properly support industry standard tools, Gamebryo, Source UE3 you can pretty much just click export to w.e you need drop it in game and have it render, or if need be even use other tools like nifscope to check things first, I mean for a static mesh with no physics no texture data no nothing to get it into the Crytek SDK you still have to assign materials, physic's properties, collision detection you name it it has to be there. Only 3DS max is fully supported from what ive been able to gather, i dont use MAX, for polygon modeling its interface and controls are more awkward and it just feels wrong, it just happens to have DX and Open GL shaders from the get go that can be easily applied,Īnd source is a nightmare still far easier to use OBJ meshes ![]() You have to use community script tools and halfassed mel scripts for maya etc, All Cryengine SDKs only support Cryteks in game format, ![]()
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