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matthewnorman

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  1. Sorry that I can't be specific, I'm not sure my work would be happy with me handing out any code or anything, but yes it can be done, if your aiming for iPad you need to be very cautious about memory. If you want any nice GUI elements either wait for 4.6 or pick up a package like ngui. In terms of workflow be aware that Unity will import your model from max with a 90 degree offset around the x axis. In terms of visual quality better shaders and maps will probably be the best place to look as you will want to keep things as low poly as possible, Image based lighting will work wonders for you situation. Also you can bake lightmaps in Unity Pro, but you can use external lightmaps as well. In terms of development I recommend c#, though the app you want seems quite simple so it shouldn't matter. If you check the documentation, especially on the Transform class that should have most of what you need.
  2. Hey Guys, Fairly recently I released an update that added Oculus support, I posted this on r/Oculus and it got quite a bit of love, so I thought you guys might appreciate it as well. At the moment I'm working on getting some even tighter controls in it, but if anyone has any feedback that would be awesome. http://www.realis3d.com/download-now Hope you enjoy, Cheers.
  3. On Google Image search you can click on search tools and change the usage rights.
  4. Both, though its aimed at users with less technical knowledge, especially when it comes to realtime demo's alot of people don't want to learn(at least we hope they don't) how to use engines like Unity3D or UE. We can offer a range of different styles on the same model through post-processing. It's also a lot less complicated then something like max.
  5. At the moment we offer the ability to translate, rotate, scale, delete and duplicate Objects. We also include material and light editing as well as the ability to add some generic objects into the scene (trees, chairs etc) and of course you could import any furniture type models you already have. We included these to try and resolve the issue of late changes, but do you think these are kinda useless features if they don't get applied to the original model (fbx you imported)? We have spoken about basic mesh editing would this appeal or is it more a case of I'd rather just use my modelling software for that? In terms of the market I think your spot on, I'm not sure how some people can live with below 5fps to do anything. At the moment we're pricing at £299.00 one of purchase or £27.00 monthly with access to our live/cloud services, both of these are royalty free. you can check out REALIS3D for context on the price. At the moment were still not fully featured, so I think the price is more aimed at "potential product", but do you think that we're pricing ourselves out of the market? In terms of visuals I also think your spot on and we're currently looking at a number of lighting solutions (we use unity) and have yet to include PBS but have them ready to implement, but we're just burning down the backlog at the moment. BTW thanks for the feedback this is really helpful.
  6. 1. This is something we're working on quite a bit at the moment, I just today have been adding in analytic s so we can get a better understanding of how people use the software. 2. Well we got that one covered. YAY! 3. This is actually been a real hot topic in the office recently, at the moment we import an fbx, but if half way in our process you need to make a change back in your modeling software it would mean you'd need to start again in ours. We have some editing tools but obviously we never are nor want to have the same amount as something like max.
  7. At the moment when importing we use the name of the material to form what we call material groups. These work by assigning objects to groups and every object in the group will use the same material. I think where we lose/confuse people is that what you actually edit is a material in a group and not a material on an object (though your changes update live on your model). It is possible to create new groups and merge existing groups, however I don't think that we have done a very good job of making this obvious to the user.
  8. Yeah, our underlying engine is Unity3D, so we're very excited about being able to implement some of the new features in 5.0, hopefully things like the PBS should make materials a lot easier as its likely it will be the only shader we need. Lighting at the moment needs a bit more work we're looking at hopefully being able to support ies lights. Path tracing is really cool, our biggest issue with it would simply be the time it would take to implement, buts its definitelysomething we should look at. Cheers.
  9. Hoping this is the correct area to post. Hi, I'm a software engineer working on a program to help architects take a base model and generate a real time(using games tech) and more traditional rendered output(video, stills etc). This includes adding materials/lights etc. I was hoping that you guys could help me better understand the preferred work flow for this(we were recently told by a revit user that our material process felt backwards) and what kind of outputs are preferred, i.e is oculus rift useful, 8k stills or 3d movie/walkthroughs to name a few. I come from a more games orientated background so any insight into how architects work would be greatly appreciated. If anything I've said doesn't make sense/isn't clear just let me know and I'll elaborate. Again any thought people have to offer will be really useful for me. Thanks.
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