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    Twin Motion vs Unreal Studio

    Hello

    I'm a sort of new to Unreal products.

    My background is in REVIT and Enscape3D.

    What is the difference between Twin Motion and Unreal Studio.

    They both seem to do the same thing.

    Can Unreal Studio achieve the effects done in this video.

    https://www.youtube.com/watch?v=W2MnbVLnBMQ&t=6s

    I love how they throw a paint ball onto the couch and it changed colors at 1:20.

    Thanks for your help.

    John

    Last edited by iteachrevit; 06-12-2019, 01:53 PM.

    #2
    Twin motion is built off the the unreal engine 4.
    - This is an application based of unreal.

    Unreal Studio is the workflow to get 3rd party assets into unreal engine through datasmith.
    - This is unreal engine.

    This is comparing an apple to an orange.

    If you stick around using the program eventually you will be able to take twin motion into unreal engine 4.

    Comment


      #3
      Unfortunately this did not help.

      Twin Motion produces renderings and movie walkthroughs but Unreal Studio does the exact same thing what's the difference?

      I wish there was a customer phone support help number.

      What the difference between Unreal Studio and Unreal Engine 4.

      Comment


        #4
        Originally posted by iteachrevit View Post
        Hello

        I'm a sort of new to Unreal products.

        My background is in REVIT and Enscape3D.

        What is the difference between Twin Motion and Unreal Studio.

        They both seem to do the same thing.

        Can Unreal Studio achieve the effects done in this video.

        https://www.youtube.com/watch?v=W2MnbVLnBMQ&t=6s

        I love how they throw a paint ball onto the couch and it changed colors at 1:20.

        Thanks for your help.

        John
        with Unreal Studio you can achieve the same results. Perhaps it is done with Unreal. There is no description with which software it was made.
        The difference between Unreal Studio and Unreal Engine4 is the Datasmith plugin with which you are be able to automate the import process of your 3D models from CAD packages like Revit, Sketchup, ArchiCAD or 3D modelling and animation software like 3DS Max, Cinema4d, Rhino and others like Blender in the future.

        Comment


          #5
          In very large lines we can say that unreal is an open and twinmotion product a closed product where you can only use the existing library.
          They both render and film if you care about that.
          Daniele Barone
          Freelance 3D Linkedin

          Comment


            #6
            Originally posted by pbdarcey View Post
            This is comparing an apple to an orange.
            No, this is comparing an apple to an apple pie.

            Twin Motion already made their pie. If you like it, then good for you, if you don't, tough luck.

            Unreal Studio is the apple. You can make your own pie from it, just the way you like it. However, if you don't know the recipe, tough luck.

            Comment


              #7
              iteachrevit, did you find out how to do that?

              Comment


                #8
                Originally posted by roberteker View Post

                No, this is comparing an apple to an apple pie.

                Twin Motion already made their pie. If you like it, then good for you, if you don't, tough luck.

                Unreal Studio is the apple. You can make your own pie from it, just the way you like it. However, if you don't know the recipe, tough luck.
                Is the pie making process free in the sense that I could use Unreal Engine to produce renderings and videos that I could post on YouTube and social media without needing a license because Unreal Engine is open source?

                Comment


                  #9
                  Originally posted by roberteker View Post

                  No, this is comparing an apple to an apple pie.

                  Twin Motion already made their pie. If you like it, then good for you, if you don't, tough luck.

                  Unreal Studio is the apple. You can make your own pie from it, just the way you like it. However, if you don't know the recipe, tough luck.
                  Unusual but effective way to explain it, I like it

                  I would add... if you want a really tasty pie, then u learn the recipe and use datasmith... or if you want a quick pie that most people would enjoy go with TwinMotion

                  Comment


                    #10
                    If you don't know the fundamental differences between Twinmotion and Unreal Engine, and you want to pick which one to use, then definitely use Twinmotion, as you probably won't get very far with full fledged Unreal Engine.
                    https://www.artstation.com/artist/rawalanche

                    Comment


                      #11
                      I find all of these answers are missing a huge problem with Twinmotion --- in that it is not really a serious tool for architectural rendering. Its interface is all but absent of flexibility and customization and it cannot possibly handle any serious architectural / visualization projects that require proper geo-location / elevation data. The product seems to be more of a toy than an actual tool, really. I can see Unreal Engine, with its myriad of features and extensibility, to be a better candidate for custom projects (or serious commercial projects, for that matter).

                      I have spent quite a lot of time working with the demo, and I have to say one would have to be out of their minds to put any money down on this product for any serious applications. Just to give you an example --- we have a need to render some buildings and landscape on uneven terrain (at high elevations), but there is absolutely no way to accomplish such a task in Twinmotion. We import a building that is scoped for construction on a slope, and it's just thrown onto a flat canvas. Apparently, if you want that slope, good luck. The product designers presumed that a) everyone will work on a flat surface 100% of the time and b) will not need ability for 1:1 measurements with real-life objects, scenes, locations, etc.

                      There is a grab function for maps that is quite laughable, really --- it is sequestered to the lower 1/4 to 1/5 of the screen (with no possibility for re-sizing) and it appears to simply download OSM data directly to the 3D view (buildings, roads, etc.) Again, the map data is not 1:1 meter for meter, so if your intention is to model real-world architecture or, rather, maybe just create a complex scene that is not on a flat surface, then you had best look elsewhere.

                      To summarize --- you can put a few nice looking plants with sunlight shining on them .... and import your buildings and 3D objects, but you will never be able to visualize them in an environment that is modeled after, for example, real-world terrains and their uneven altitudes. The entire premise behind Twinmotion seems to be as a high-end toy for now. I don't see how it could be useful for any serious projects that require duplicating real-world environments.... unless those environments are very simple, flat, and without contours. If anyone would like to enlighten me and explain what I have missed, please, I am all ears.

                      Comment


                        #12
                        Originally posted by visionarymaker View Post
                        I find all of these answers are missing a huge problem with Twinmotion --- in that it is not really a serious tool for architectural rendering. Its interface is all but absent of flexibility and customization and it cannot possibly handle any serious architectural / visualization projects that require proper geo-location / elevation data. The product seems to be more of a toy than an actual tool, really. I can see Unreal Engine, with its myriad of features and extensibility, to be a better candidate for custom projects (or serious commercial projects, for that matter).

                        I have spent quite a lot of time working with the demo, and I have to say one would have to be out of their minds to put any money down on this product for any serious applications. Just to give you an example --- we have a need to render some buildings and landscape on uneven terrain (at high elevations), but there is absolutely no way to accomplish such a task in Twinmotion. We import a building that is scoped for construction on a slope, and it's just thrown onto a flat canvas. Apparently, if you want that slope, good luck. The product designers presumed that a) everyone will work on a flat surface 100% of the time and b) will not need ability for 1:1 measurements with real-life objects, scenes, locations, etc.

                        There is a grab function for maps that is quite laughable, really --- it is sequestered to the lower 1/4 to 1/5 of the screen (with no possibility for re-sizing) and it appears to simply download OSM data directly to the 3D view (buildings, roads, etc.) Again, the map data is not 1:1 meter for meter, so if your intention is to model real-world architecture or, rather, maybe just create a complex scene that is not on a flat surface, then you had best look elsewhere.

                        To summarize --- you can put a few nice looking plants with sunlight shining on them .... and import your buildings and 3D objects, but you will never be able to visualize them in an environment that is modeled after, for example, real-world terrains and their uneven altitudes. The entire premise behind Twinmotion seems to be as a high-end toy for now. I don't see how it could be useful for any serious projects that require duplicating real-world environments.... unless those environments are very simple, flat, and without contours. If anyone would like to enlighten me and explain what I have missed, please, I am all ears.
                        why not import 3d terrian to twinmition?

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