Ultimate Large Development Workflow...
Super Modelers/Renderers (you know who you are), I have a multiyear commercial and multifamily development that will need constant updating, overall and local images and video. Need advice on workflow.
Okay team, we are a small architectural office currently. Can ramp up, but want to be smart about it. The buildings will be white box massing at first (currently Revit models), then will go through the usual design development. Sometimes that will be in our office, sometimes by other firms that are hired by the specific building owners. We are currently using Twinmotion for smaller projects and are very happy with it, but not sure how that and the supporting modeling software will scale up with more content and detail as the overall site is over 400 acres. Are there resources of workflows best practices, good mix of software, etc, etc. that is reliable, or do some super users have some strong opinions based upon direct experience so we don't go down a path and realize that we aren't creating things that are so bloated that some futuristic quantum computer is required to do an image render? Even if that workflow includes not doing it all in house, but to farm out parts to get them done with quality and efficiency? Currently our renders are being done as one-off images from our models with a lot of post-production by an outside firm that does a really good job, but to update that is a multiweek process for an image. The samples here are just line models to show the size and detail of the project. Please help!
It will be interesting to see the comments to this discussion. Similar size project 600ac in TM presented several lighting issues with parts not being as well lit as others. Tried adjusting sun size, reflection, intensity, path tracer, raster, etc to try to correct. Never was able to fully overcome the issue except in far away aerials.
Loaded the project in UE5 and the lighting issue was resolved. (Lumen I guess) However the TM trees did not look nearly as realistic in UE as they did in TM with the Path Tracer.
Watching for responses and comments to your posts. Thanks
Thank you both for posting in the community. I would be happy to provide suggestions but I think having others who work with same large scene would be best coming from them.
The larger the project the more hardware would be needed so that is important to keep in mind
Keep scene graph elements in containers organized and to the minimum possible
Use View sets/Scene States to facilitate turning on and off elements in the correct views
Creating instances where applicable
Minimize amount of posed/character/paths to the critical areas
Separate import into multiple files and block for easier management
Turning off Wind effect
Not importing interior elements that are not needed
Use some type of parallax effect if needed (https://www.facebook.com/100003041921441/videos/452334923081247/)
I recommend you also post in the facebook group as you are more likely to get feedback on this topic.