realtime interactive walkthrough

Hey Michael. I’ll send Owen your message, he is trying to get on a plane at the moment. And no, you didn’t give out any trade secrets. I’m sure you would have heard from the powers that be if you did. They’re watching… they’re always watching… :slight_smile:

I’m honestly not sure what has been worked out and I’m not qualified to speak on it any more than what I’ve said. I’ve only worked with it for a project or 2 on model creation/conversion and such not the paper work side.

A good frag is always a nice way to end a presentation. :slight_smile:

jhiler, did you look at project offset? Their engine is doing some really really nice stuff. Of course, you need a very spiffy machine to run it, but it is running on current gen hardware, and looks really nice. I doubt their licensing it, though, as they haven’t even released their title yet.

No, I’ll look into that. Finding free time to try and learn everything I want to learn just doesn’t happen. Plus my fiancee would kill me if I spent any more time on the computer than I already do. :lol:

I looked at Quake a few years back, but never got a chance to really try and figure anything out because I’m not a programmer and a lot of it is well above me. I know one of my old professors was using Quake for their attempt at real-time environments.

I believe Spine3D used the quest3d stuff, but I could be mistaken. I saw a presentation that they did and one of their walk throughs I thought used it.

the unreal engine for non-games use isn’t so bad actually, they dont have a set price, but its CONSIDERABLY lower than the for-cd-distribution price. especially without a full source licence.

you can also work in the form of Mods for totally free, with the only caveat that the client computer system trying to run the app needs to have a copy of Unreal :slight_smile:

Quest3d is a good/easier alternative, and comes with various *defined* pricing points. (you wouldn’t believe how much of an issue that is with this interactive space. heh!)

I personally use virtools, but in the past few years they’ve revised their publishing models so to not be feasable for architectual work sadly. as its a nice engine interface to build around.

just found it. $350,000.00 plus 3% royalties on all revenues. Like I said. If they are using Unreal, then they have to be really in the hole.

yep sounds about right.
as far as being in the hole…the hks viz lab is extremely well funded. when i toured their offices they made sure to show me all their expensive toys. hmmm maybe thats why ILM wanted a piece of them :slight_smile:
anyone know what archengine costs? i was told that they did such a nice job re-working the engine that the unreal ppl wanted to buy it back. i think they significantly increased the number polys you can bring in or something along those lines.
-joe

The makers of the Nicklodeon show “Lazy Town” are using the unreal engine for their latest season. Apparently it works pretty good. They have the backgrounds all using the engine and pipe it into their film box (DVS I believe) and shoot their footage in front of it. Major fun stuff.

I love that show! Well, my daughter loves that show, and so I’ve come to actually sort of like it too. :smile:

That’s an interesting workflow!

I haven’t been on location (its shot in iceland) but I know the director of photography. They have one of the coolest setups in the biz. Shot in full HD, and they get realtime keying in front of those realtime backgrounds.

I think one of the reasons I like that show is the background art. It’s great stuff, and I always thought that “airship” was a vray animation! Very nice quality in their production. It shows. It’s a great show for a lot of reasons. Magnús Scheving seems like he has great intention for the show. He seems like he really cares!

THanks for the info. That’s neat.

Magnus is a very interesting character. I have a very long winded story about him, that sums up his entire personality. And the previous season was done totally in Maya.