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How long in hours does it take to learn unreal engine 4? I've tried a little bit and it seems like a lot of bloat....I just ant to be able to make stuff in it that I can post to reddit and get mad likes because at that very point i know i'll be industry ready.
Or should I just stick with Maya?
For rendering, UE4 is probably the easiest of the bunch to just jump in, put some lights down, tweak some sliders and have something looking relatively alright with pretty much no effort. If you're actually planning on making a game on it, it's very hard to justify for anything that's not an FPS, and even then, you hear stories of studios hiring engineers, partly to gut most of the feature bloat they don't need out of the engine to make compile times faster.

But for rendering, it seriously doesn't even take an hour to learn stuff to a point where it's all good to take supersampled screenshots for artstation or w/e.
im talking about making the impressive stuff you see on reddit here, like custom characters with attack animations fighting enemies like in Devil May Cry (at the very least this will get hundreds of likes)
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>it's very hard to justify for anything that's not an FPS
your information is a little outdated
good luck with that fighting game engine kid
>just ant to be able to make stuff in it that I can post to reddit and get mad likes because at that very point i know i'll be industry ready.
>redditor thinks the asskissery on that site is an indication of what working in the industry for real clients is like

This board is beyond any hope.
just bc it can be done doesnt mean its efficient or the best way lol

also you must be 18 to post on this site
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why are so many companies using it then
A lot of the lighting features are pretty nice and fighting games typically try to push the visual envelope whenever possible. It also helps that the Japanese documentation for the engine is *supposedly* pretty alright. The ARCSYS odd duck comes down to the fact that Xrd was made in UE3, so the team had a pipeline and experience that they were going to re-use, of course they weren't just gonna say "fuck it" and discard all that time spent to start fresh in a new engine.

People aren't jopestering you when they say this is an FPS engine and it takes some retooling to make it work for fighting games. It comes down to the fact that devs look at the pros and cons and decide it's worth it to tinker with it to make it work. Otherwise, it's not really a good idea, the engine's rendering overhead adds more frames of input delay than any other engine out there, which invariably pisses people who like fighting games off big time. Why risk stepping on that landmine when you could just use something more modular?

>custom characters with attack animations fighting enemies like in Devil May Cry
>get hundreds of likes

I took you seriously in that first post but now you've lost me. You're way out of your league, my advice is to get the fuck out of reddit. Watch a donut modeling tutorial or something, baby steps, in 5-10 years maybe you'll have your Dante depending on how hard you go at it.
Y u so harsh, dude. 5-10 years?!
We're talking multiple disciplines that go into what you want. There's modeling and unwrapping (or sculpting, retopoing, baking and unwrapping if you wanna go down that route). Texturing, then skinning and rigging, a beast in and of itself. Animating, another ancient subject people make entire careers out of. You mentioned DMC so I assume you were inspired by the action cutscenes, so throw cinematography in there. Then you have lighting and rendering.

Does it begin to dawn on you how much work this is? It is so much work that individual roles are split to individual team members to speed up production during development. And it still takes a long ass time to get a character from concept to done. You won't need to use everything from every field (though from some fields you will need to use virtually everything). All things considered though, 5 years is a laughably short timeframe and 10 is fairly conservative.
plebbit makes it seem so easy, like anyone can do it

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