You guys better to move and run VP and ArchViz stuff as separate divisions like Twin Motion and Meta Humans. You are messing up Engine on behalf of Games namesake
VP I can understand, but Archviz is likely best served with fluidity of development and information rather than compartmentalisation. That breeds mis-information and time lost waiting for relevant information. As the arch-viz side of things can be related to gaming way more than VP then I'd say it's still best served alongside.
@@OriginRow Not to disparage Twin Motion for what it does, but the only thing it has that an accomplished UE dev would need to organise using other methods is the data syncing with your other arch-viz apps. You can do all that with USD also though. There are some quick solutions it uses that manual development of would be re-inventing the wheel so to speak, but it's not a vital app for the industry by any means, whereas Unreal Engine is. As far as giving arch-viz users what they want, and by best-served, I mean we have branched into using UE as a modelling tool, with procedural generation, and we constantly make buildings for games, and lighting environments, and getting the most out of RTX and Path Tracing. So why move Arch-viz to a separate division when it's ideally best placed in the game dev environment for both industries? It would likely slow things down as integration would be compartmentalised between two areas. It's better to develop them in-line so neither side is losing out.
Yeah, good idea, so I don't have to look at thousands of Zombie/Gore/Apocalyptic/War assets when I go to the Fab Store, searching for some nice, polished, 8K, scandinavian, mid-century materials and furniture meshes for my Archviz interior projects 🤣 No seriously - you cannot split this up! Unreal is: Games, Virtual Production (Mandalorian!), Indie Film Production, Archviz, Automotive and so much more! It's one grand masterpiece of Software for all of them. Period.
Don't know why but it feels like I just watched a company ad rather than a showcase of features, how-to or engine capabilities.
Because we just did watch exactly that.
11:40 The talking with the ad music in the background is horrible audio. lol
Great presentation, interesting use of Unreal 5.
okay so when is the kickstarter?
this feels like a scam tech demo trying to get bought by large company
Looks like the Matrix city sample from the marketplace, at least when it comes to the cars, character animations, and crowds.
Oh lord who remember maybe 2019 the sims 3d models😂 they really sell them 😅(3d designers on in )
Very interesting.
This is cool AF
Dubai 😅
You guys better to move and run VP and ArchViz stuff as separate divisions like Twin Motion and Meta Humans.
You are messing up Engine on behalf of Games namesake
I wouldn't be so categorical, but apparently they really need a separate section.
VP I can understand, but Archviz is likely best served with fluidity of development and information rather than compartmentalisation. That breeds mis-information and time lost waiting for relevant information. As the arch-viz side of things can be related to gaming way more than VP then I'd say it's still best served alongside.
@@tehf00n I am huge UE fan and I going to stick with it no matter what is
No offensive. Arch Viz best served ? What is the twin motion purpose ?
@@OriginRow Not to disparage Twin Motion for what it does, but the only thing it has that an accomplished UE dev would need to organise using other methods is the data syncing with your other arch-viz apps. You can do all that with USD also though. There are some quick solutions it uses that manual development of would be re-inventing the wheel so to speak, but it's not a vital app for the industry by any means, whereas Unreal Engine is. As far as giving arch-viz users what they want, and by best-served, I mean we have branched into using UE as a modelling tool, with procedural generation, and we constantly make buildings for games, and lighting environments, and getting the most out of RTX and Path Tracing. So why move Arch-viz to a separate division when it's ideally best placed in the game dev environment for both industries? It would likely slow things down as integration would be compartmentalised between two areas. It's better to develop them in-line so neither side is losing out.
Yeah, good idea, so I don't have to look at thousands of Zombie/Gore/Apocalyptic/War assets when I go to the Fab Store, searching for some nice, polished, 8K, scandinavian, mid-century materials and furniture meshes for my Archviz interior projects 🤣
No seriously - you cannot split this up! Unreal is: Games, Virtual Production (Mandalorian!), Indie Film Production, Archviz, Automotive and so much more! It's one grand masterpiece of Software for all of them. Period.