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by ehnto 2938 days ago
It was much more straight forward to build levels that would be well lit with the standard tooling in my experience. I didn't have to change anything at all and there were fewer weird artifacts to clean up.

The asset workflow from Blender to substance painter to Unreal also had no hidden demons. It all just worked as expected.

Just to be clear as well, my concerns weren't about the post processing stack which I got working to good effect in Unity. But the lightmapping and material workflow is just a bit clunky in unity. To say nothing of the confusion that having more than one lighting engine causes in docs and online support.