Announcement

Collapse
No announcement yet.

[WEBINAR] Developing large urban designs in VR with Unreal Studio

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • [WEBINAR] Developing large urban designs in VR with Unreal Studio

    Hey all,

    If you've been following Twitter, you'll probably have heard about our most recent webinar titled "Developing large urban designs in VR with Unreal Studio', with Daryl Obert, a design specialist from Epic Games, and David Weir-McCall, a senior designer at CallisonRTKL. Due to some technical difficulties during the scheduled times for the show, we were unable to go live. But we want to make sure everyone has a chance to check out the webinar, so we've shared it in this thread.

    We'll be keeping an eye on this thread for questions based on the content of the webinar, and working with the hosts to get you answers!


  • replied
    Originally posted by Mondriam View Post
    THE BEST vr webinar I've ever seen. Exactly the information I wanted to know for a long time.. ina very clear and pristine way... But I have this bug question:
    I’ve always had a HUGE hurdle regarding Unreal Engine Level design…. For the kind of work, I do (big construction projects visualization) the terrains are ALL the time a point cloud, generated by a topographic survey… that means, the information ends up being an FBX terrain with the precise elevation data. This is the way construction industry works by default, and there’s no way around as it is required by law, in my country at least. So, if I import that huge FBX file, I can’t have grass or trees generated in a landscape fashion, but it has to be a manual ordeal, with not so good looks, optimization and time efficiency. This huge terrains (in some cases 10km by 10km in average) are meant to be residential, commercial and industrial developments in a very uneven terrain, which is normal in my country. Those big spaces require by lay to have huge forest patches for the people to walk, relax, etc… This makes unreal engine high end graphics a good solution, but without the possibility of converting those FBX terrains to unreal terrain data I’ve had poor results and traumatic experiences… Is there a way around this??
    Hey, Mondriam.

    Thanks so much for the kind words and taking the time to watch the webinar. I totally understand your need to get the data into a useable form, unfortunately I am not aware of any way to convert the FBX to a Terrain. I will do some digging and ask a few buddies to see if they have any ideas and get back to you.

    Cheers,
    Daryl
    Last edited by DARYLOBERT; 02-11-2019, 04:23 PM.

    Leave a comment:


  • replied
    THE BEST vr webinar I've ever seen. Exactly the information I wanted to know for a long time.. ina very clear and pristine way... But I have this bug question:
    I’ve always had a HUGE hurdle regarding Unreal Engine Level design…. For the kind of work, I do (big construction projects visualization) the terrains are ALL the time a point cloud, generated by a topographic survey… that means, the information ends up being an FBX terrain with the precise elevation data. This is the way construction industry works by default, and there’s no way around as it is required by law, in my country at least. So, if I import that huge FBX file, I can’t have grass or trees generated in a landscape fashion, but it has to be a manual ordeal, with not so good looks, optimization and time efficiency. This huge terrains (in some cases 10km by 10km in average) are meant to be residential, commercial and industrial developments in a very uneven terrain, which is normal in my country. Those big spaces require by lay to have huge forest patches for the people to walk, relax, etc… This makes unreal engine high end graphics a good solution, but without the possibility of converting those FBX terrains to unreal terrain data I’ve had poor results and traumatic experiences… Is there a way around this??

    Leave a comment:

Working...
X