KeyShot renders of MoI model
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 From:  chippwalters
7930.15 
Yes, it is made of solid gold. Not too much to pay for a drone that saves instead of kills people!
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 From:  Frenchy Pilou (PILOU)
7930.16 In reply to 7930.15 
Must be some heavy! :D
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  MajorGrubert (CARLOSFERREIRAPINTO)
7930.17 
Hello Chipp,

I'm following you on this Unity VR (just wondering why Unity over Unreal as the last seems to have (had?) better quality in archviz). I think you mention a steep learning curve on Unreal somewhere.

I've Quixel but on the few attempts with it the process seems odd, so i gave up and move to 3D Coat and Substance Painter.

Anyway i'm not a texturing power user, but right now, my best bet is Substance Painter (and Designer) and its company looks cool and fair to their users/clients.

Cheers,

Carlos
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 From:  chippwalters
7930.18 In reply to 7930.17 
Hi Carlos,

I started with Unreal and I do believe you are correct, at the time UE had better Archviz. After seeing Unity's Adam video, I figured I could get there with Unity.

Clearly Unity has the cleaner workflow. One of the the clinchers for me was something so very simple: there was no way out of the box to easily modify shaders in UE. To do anything, you have to go to the node editor, which meant learning the intricacies of yet another node editor. Just setting the texture tile size required a substantial edit to the material shader in the node editor. Ugh.

After playing around and doing some tests, I also discovered the breadth and wealth of the Unity ecosystem. More and better tools, like Gaia (phenomenal) and Shader Forge (if you like node editors), and all of Amplify's post tools, and VR Panorama Pro for creating 360 renders-- and the list goes on and on. Furthermore, Octane is coming (I hear this quarter) to Unity thus pretty much making the render quality issue mute. Even so, the new progressive renderer, with the new post effects stack, gets you pretty close.

The two key things I potentially like about Quixel, are the vast array of physically real bitmaps, and the ability to create seamless and tilable maps. Neither are possible in 3D Coat.

The goal is to create a library of Unity compatible Archviz textures which can easily be added to scenes. If anyone knows a better way to do this, I'm all ears.
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 From:  mkdm
7930.19 In reply to 7930.15 
Hi Chipp!

@You : "...Not too much to pay for a drone that saves instead of kills people!"

Well done Chipp!
So...it looks like there's someone who cares about peace instead of war :)

My congratulations for this great concept.

@You : "...The two key things I potentially like about Quixel, are the vast array of physically real bitmaps, and the ability to create seamless and tilable maps. Neither are possible in 3D Coat."

Have you ever tried the very good "Filter Forge 6" ?
Is it very well suited for production of procedural textures and maps, either normal or seamless.
I use it quite often to produce very good material for 3DCoat.

If you want, give it a try.

See you.

- Marco (mkdm)
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