I have like 10 years unreal exp, but I really want to use godot for its free open nature. But man I miss the quality for artist, vfx etc. Its just not that polished in godot yet.
Obviously I don’t know your life and how much your livelihood might depend on it, but if it impacts your decision any, I think you should at least start dabbling in it. You can look at any rough edges you need to smooth over as investing in the ecosystem and, for any added effort that’s still too much to justify, drop any requirement for parity. Simple stylized graphics never go out of fashion, and the hardware crisis (which I think will last closer to a decade or more than a couple years) means the market will be even slower than usual to adopt the visual quality Unreal pushes for anyway.
Maybe OP in this thread really does need that sweet Unreal graphics and VFX firepower. Indeed, a lot of people use Unreal just for rendering out 3D projects!
But I can’t help but laugh at all these aspiring indies in my camp, who are learning, haven’t released anything, etc…clamoring about “But the GRAPHIC CAPABILITIES THO.”
Like, are you and a few pals gonna release something to rival Naughty Dog or Treyarch or Rockstar’s very best work? 'Kay, MIGHT have a point.
Otherwise, Godot is more than fine, and casual observers really really don’t give it enough credit for how well it handles 3D.
Its really not about the graphics, but the workflow and flexibility of the tools. Niagara is so well done compared to the Frankenstein approach you have to build godot vfx with.
Fair! I haven’t specifically dealt with VFX yet, but I have no problem taking your word for it.
I was more trying to counter this weirdly persistent myth from bygone days that Godot’s 3D capabilities are somehow jank and underbaked, just because maybe in terms of raw, niche benchmarks, it isn’t a 1:1 rival to Unreal’s Nanite or something.
It’s as if garage/bedroom-studio indies are worried they’ll invest effort into the engine and scripting language and make a great fantastic game except…!
Their incredible AAAA (unoptimized) Blender artwork they made all by themselves won’t import or render properly so the whole thing will be a wash. Lol
I’m sure workflow could always be improved, but indies should absolutely not be scared to use Godot for 3D projects. :p
I have like 10 years unreal exp, but I really want to use godot for its free open nature. But man I miss the quality for artist, vfx etc. Its just not that polished in godot yet.
Obviously I don’t know your life and how much your livelihood might depend on it, but if it impacts your decision any, I think you should at least start dabbling in it. You can look at any rough edges you need to smooth over as investing in the ecosystem and, for any added effort that’s still too much to justify, drop any requirement for parity. Simple stylized graphics never go out of fashion, and the hardware crisis (which I think will last closer to a decade or more than a couple years) means the market will be even slower than usual to adopt the visual quality Unreal pushes for anyway.
Maybe OP in this thread really does need that sweet Unreal graphics and VFX firepower. Indeed, a lot of people use Unreal just for rendering out 3D projects!
But I can’t help but laugh at all these aspiring indies in my camp, who are learning, haven’t released anything, etc…clamoring about “But the GRAPHIC CAPABILITIES THO.”
Like, are you and a few pals gonna release something to rival Naughty Dog or Treyarch or Rockstar’s very best work? 'Kay, MIGHT have a point.
Otherwise, Godot is more than fine, and casual observers really really don’t give it enough credit for how well it handles 3D.
Its really not about the graphics, but the workflow and flexibility of the tools. Niagara is so well done compared to the Frankenstein approach you have to build godot vfx with.
Fair! I haven’t specifically dealt with VFX yet, but I have no problem taking your word for it.
I was more trying to counter this weirdly persistent myth from bygone days that Godot’s 3D capabilities are somehow jank and underbaked, just because maybe in terms of raw, niche benchmarks, it isn’t a 1:1 rival to Unreal’s Nanite or something.
It’s as if garage/bedroom-studio indies are worried they’ll invest effort into the engine and scripting language and make a great fantastic game except…!
Their incredible AAAA (unoptimized) Blender artwork they made all by themselves won’t import or render properly so the whole thing will be a wash. Lol
I’m sure workflow could always be improved, but indies should absolutely not be scared to use Godot for 3D projects. :p
The lack of native FBX support is a serious setback, and it will never be as good as Unreal. I think the glTF pipeline will get better.