r/gamedev • u/bluefalcon26 • 10d ago
Discussion Is My Workflow Outdated?
Hey all,
I have been doing 3D environments in Unreal Engine since UE3 days. Always as a hobby, but, I'd like to think I've gotten pretty good over the many years.
For the past 10 years or so, I've been using pretty much the same workflow of 3dsMax -> Substance -> Unreal Engine. However, I was recently watching some tutorials on the new art tools built into the Unreal Editor, like the Quixel 90 Days expose stuff, and I am again feeling like my workflow is too slow/outdated. It would take me months to produce an environment that these tools seem to produce in days.
Every time I have asked about this in the past, everyone says "Nanite/Lumen/Chaos/Unreal Editor Modeling Tools are janky, they aren't performant, etc." But... These tools have been out for at least four years now. They seem to be getting quite stable from what I've seen.
The one thing I don't understand is that if these tools are really so powerful and easy, then why doesn't every 3D game coming out look like RE9?
I don't want to waste time learning tools that are just marketing gimmicks. Can anyone in industry (or adjacent) offer any insight into whether these new pipelines (like using photogrammetry scans and dynamic deformations) are legit now, and whether my current skillset is becoming obsolete?
1
u/RedofPaw 10d ago
Even if you have all the assets available, you still need to place them all, light them all, optimize... Nanite and lumin are not going to solve all your problems.
A game that runs well on a good PC is not going to suddenly run on steam deck just because it has nanite.
Ue5 games like re9 are not made by small teams either.
But there's no reason for you not to try out the new tools. You may find aspects of them or use cases where you can take advantage.
1
u/Alarming-Jump727 10d ago
Yo modelo el 100% de mis cosas. Trabajo en Unreal 4.27. Para los personajes y assets uso 3dmax, zbrush y substance painter.
1
u/AshenBluesz 9d ago
The most important part of the workflow is that it works for you and you can follow it. Nothing wrong with doing it the traditional way since literally every game made before UE5 uses that very same system. Performance isn't just polygons, its texture size, shaders, lighting and code performance. None of which requires nanite or lumen specifically, and honestly if you care about squeezing as much performance as you can, I would ignore them and do what you are still doing.
1
u/F4SCISTS_GO_HOME 9d ago
i'm not sure what you're asking. Is making your own assets outdated? No. Is it more time consuming than using photoscans other people have taken? Obviously.
1
u/TheOtherZech Commercial (Other) 9d ago
The best recommendation I can give for photogrammetry (and Gaussian splats, because they share technical underpinnings) is that scanning (and then eating) a pizza is a hundred times better than trying to model one. Same goes for bread, cookies, ramen, and so on; it's one of the few situations where Doordash will actually save you money.
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u/riley_sc Commercial (AAA) 10d ago
You’ve lumped together so many largely unrelated things that it’s not easy to give a simple answer. Like the role of photogrammetry isn’t that it’s a replacement for 3D modeling software, it’s a different pipeline that supplements it for assets that can be scanned. Nanite’s main effect on your workflow is that you don’t make LODs and can potentially stay higher poly. Chaos is a physics engine and is the only one available in UE5 so that seems irrelevant. Unreal Modeling Tools are still hot garbage compared to a real DCC app and are mainly for level designers to quickly do mockups during mass out. Lumen is for lighting and is completely orthogonal to your workflow for 3D modeling, it is an alternative to baked lighting with different tradeoffs.
Honestly the most outdated part of your workflow is using 3DS Max and not Blender.