Do you like the Unreal Engine look? — polycount

Well, you have to remember that UE3 was the hottest and easiest engine to use for a while, and everyone who wanted to, did so.

ZB was also becoming the favorite tool to many ‘digital Nomads’ (lel), and they wanted to show those Normal maps for everything they were worth.

I’m not kidding when I say, many games made in UE3 lacked a Gloss or Specular map (even big studio ones, you know who you are, shame on you) and looked like they were passed in an oil massage parlor or something. I cannot recall how many packages I unpacked to study the game, ONLY to see a Diffuse and Normal map in them, nothing else per asset.

TL;DR: UE3 got it’s ‘look’ because everyone wanted their characters to look like oiled up models, because they had sculpted normal maps, and didn’t understand the importance of Spec/Rough maps.

UE4 doesn’t have a ‘look’ because it’s going for PBR, which many other engines are also doing, so the homogenization of the material curbs those comments, and because vs. as early as 5-3 years ago, we have much better resource which explain and teach these aspects.

(Jesus, I just realized only recently we started polishing Spec definitions – pun intended).

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