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I want to rebuilt my granmas apartment. I kinda have a floor plan. My goal is a realistic looking scene that I can walk around in first person in VR. What would be the most efficient work flow? I thought of this:

1) 3D modeling the whole apartment in a Blender/Cinema 4D scene. Including all the furniture, etc. I'm a bit faster in C4D so I might use that. Do I have to take care of polygon count or such or doesn't it matter in a private project? I would probably do it quite rough with just cube after cube.

2) Export it all and import into Unreal. From there I add lightning, texture/materials/colors (or is this better done before export?).

3) Run in VR.

Is this a good plan? any suggestions?
+Showing all 7 replies.
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Continuing, I modeled a part of the room and the polygon count is as of now around 2 million. Can VR handle it?
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>>1025107
Regularly export to unreal as you go and check vr performance
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>>1025107
>Can VR handle it?
It depends on the platform, 2 millons is a bit high but it should be fine if it's not mobile VR
Keep modeling and optimize towards the end
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>>1025112
Alright
>>1025114
Just reached 12 millions, not sure if I should start to be worried that I'm doing something wrong here.
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OP here,

this is not OP:
>>1025107
>>1025117
But I get your message, I'm a noob and you wanna make fun of me ending up with millions of polygons in a VR scene :(
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>>1025103
export it. you never know how shading will fuck things up between engines
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>>1025146
How do I shade it? Is it all one smoothing group?

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