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Real time - sharing with clients - how to? newb
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None of the gallery examples seem to work. Have you ever looked at Autodesk Showcase.
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Originally posted by Neilg View Postyou still need to bake all the textures and lighting - which involves optimizing all meshes and potentially unwrapping some.
Its a massive amount of work, we'd charge many many times what we would for a still to do this.
Thanks!
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you still need to bake all the textures and lighting - which involves optimizing all meshes and potentially unwrapping some.
Its a massive amount of work, we'd charge many many times what we would for a still to do this.
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Game engines - interesting idea, totally new to me...
I thought I had seen on the forum some time ago, a sort of PDF you could make that would allow some pan/zoom/navigation, but I cannot find the thread.
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Set it up nice in max. Bake all stuff to geometry. Load it in game engine. Export as simple game. Give them gun and let them have a run around in UDK or Crysis with baked textures. But that is a lot to do...
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How about loading the geometry into a game engine? Optimize the geometry a bit and bake the diffuse, GI, & lighting into the texture maps.
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Real time - sharing with clients - how to? newb
I am working on a arch-viz project and need some advice. Usually I stick with still images. This client wants to be
able to "cruise/move" around the scene on their computer. Originally, I was going to use PANO2VR, but now they want to be able to go all around the site.
It is an exterior project on the coast, and the grade has a significant slop down to the sea. They want to be able to go around and look at the building from all directions.
Looking up at sky or down at ground is not priority, but some up/down viewing is be okay.
Other than doing a series of different static views, or using PANO2VR, are there any other methods to produce such a deliverable?
I can do this easily within 3dsmax using my Spacepilot, but am unsure about how to get it to the end users...
Thanks in advance for reading this newb post!Tags: None
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