I’m wondering why all the game based tutorials offered here are mostly recommending the Unity engine but not the Unreal Engine. I would like to see there some more options within the tutorials so that I’m not determined to one game engine.
E.g. what do I have to note if I want to create assets which can be used in both engines?
What I already know is that both engines do use a different API (Unity/Blender = OpenGL, UE4 = DirectX).
I also would like to get teached in how to optimally organize and name asset folders/assets/textures/materials etc. if I want to use different LODs (e.g. 4 LODs) or if I want to have multiple texture sets for one asset.
Should I use namings/suffixes/prefixes etc. like sm_asset_1_new_lod0, t_asset_1_used_a_lod0_base, m_asset_1_used_a_color_1 or is there a more efficient way and how should I achieve this when I use high- and low poly meshes for texturing/baking them within Substance Painter?