What are the "Limits" of UE4?

Hey

I’m really grateful to you for essentially assisting in making this seemingly unreachable dream of mine, into one where I have a solid plan and foundation.

In response, I’ve come up with a hybrid solution based off of the knowledge garnered within the thread of discussions

**Based on everything we’ve discussed this is the ideal solution I’ve arrived at, hows this sound? **


                                                            **Hybrid Solution: UE4 and Maya/3ds Max, The Best of Both Worlds **

             **Goal**

A) Lifelike renders for cinematics
B) Explorable levels based off of Sets(& Vice versa / Sets based off of explorable levels)


                                                                                            **Hybrid Solution: Idea 1** 

Steps

1) Create explorable level/city with UE4…
Goal B) accomplished
…& utilize dynamic GI (VXGI for now/use stronger dynamic GI in the future)

**=**No need for labor with building light and light maps,etc

2) After creating city level, import (scenes/“parts of the level” or “set”) into 3ds Max/Maya.
(Essentially, selecting parts, of the cities’ levels created in UE4; and bringing them into Maya/3DS as the virtual “set” to film on)

**=**Utilize rendering ability of 3DS/Maya to achieve photoreal renders that UE4 can’t do.
Goal A) accomplished


                                                                                    **Hybrid Solution: Idea 1 Inverted** 

Thoughts behind this idea) If the above stated hybrid method is possible…then what about the opposite?

Steps

  1. Create virtual “set” (or parts of the city where film is shot) in Maya/3DS to film cinematic (this set will have areas of empty 3D space because only specific camera angles needed for shot, similar to a CGI movie workflow)

**=**Using 3DS/Maya to get photoreal
Goal A) accomplished

-After finishing cinematic…

2)Export all the finished cinematic’s sets from Maya/3DS,
into UE4 and unify the sets (by filling empty 3d space w/architecture, nature, landscape assets) to make an explorable level in UE4.
Goal B) accomplished


THUS, in combining both Steps 1) and 2) in both the Idea 1 and Idea 1 Inverted

-We have a back and forth system that allows for high quality renders for cinematics…
whilst also not letting the hard work that goes into making the sets for the film go to waste!

(Afternote) “Waste” used here is based off…
-Since many movies only create the parts of the set that the audience can see,
the rest is empty 3D land and for the most part never used again.)
Which = “waste”