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First of all I would like to thank you for the awesome tutorials you put out there.
I have already purchased your 1) 3ds Max + VRay: 3ds Max PRO in 6 hrs 2) 3ds Max: Materials Masterclass 3) 3ds Max Mastery in 7 Hrs: Project Based Intro for Beginners and I am really satisfied.
So once again thank you for that.
I am a 30 years old architect from Greece and am really interested in learning how to model organic shapes using parametric modeling techniques in 3ds max. To be more specific one of the things that inspire me the most are buildings designed by ZAHA HADID.
Could you please tell if there is any tutorial of yours covering the techniques and strategies necessary to produce that kind of shapes?
Great question! Unfortunately I don't have a great answer. I don't have a class covering this. I can share what I know about it, though. I know that her firm actually makes proprietary stuff, like scripts, to explore some of those shapes. This would be one way of tackling it. Another way would be to use the some of the tools built into 3ds Max. The Loft tool comes to mind. It is pretty powerful for making odd shapes parametrically. The other thing I can thing of is starting with basic primitives, and then really learning the modifiers very well. This can get you a lot of shapes if you have a command of all the different modifiers. Lastly (and this is what I do a lot of the time), you can simply manually model things using poly modeling tools, or nurbs. I am really only familiar with the poly modeling techniques, which I show a lot of in my furniture course. Poly modeling can get you any shape you want, but you must have a strong command of the tools, and it involves a lot of manual placement of vertices, rather than adjusting parameters. Sorry I don't have more content for this sort of thing :(
If in the future you are planning to make a tutorial covering that topic, be sure i'll be the first to enroll! :)
Many thanks for your time. I bought your amazing tutorial Unreal engine 4 Project based VR course. I would like to know how to take an existing project made with unreal engine 4.20 to virtual reality using HTV vive headset inside Unreal 4.20. From your tutorial we've learnt with and old version of Unreal and I tried to applied your process to Unreal 4.20 but it did not work for me . I will be happy to leart how to use my Xbox remote as well to navigate on my scene
My other question I would like to be able to navigate on my virtual reality scene by using a tablet
( like Samsung or Apple)
Okay, a couple of those things are pretty complicated. I have not yet figured out all the ins and outs of packaging for mobile devices. I can however speak about getting your VR to work properly. What was the problem when you tried it?
I tried to follow all the your tutorial section 8 tutorial 43 using. The nodes are different I did not know which one to delete. also I could not see my motion controller pan was missing
These are the steps to turning an existing project into a VR:
- setup a navmesh in your current project
- Go to a blank VR template, select the motioncontroller pawn, right click, and migrate it into your current project.
-Also, while you are there, go to project settings > input and save out the controls that are setup there.
-Go back to current project. Place the motioncontroller pawn in your scene.
-Go to project settings and import the inputs that you saved from the VR template. This will make sure that your motion controller buttons work.
- Select the VR pawn in your scene, and find the "auto possess" setting and make sure it is set to player 0
You can migrate your entire level the opposite direction, into a blank VR template file. Then, the input settings and motioncontroller pawn will already be setup and you will just need to create a new navmesh.
Thanks a lot I will do. My goal is build and entire project in 3ds max (like my CGI render on my website asstudio3d.com ) and turn then to VR then send them to my client. It will be amazing if my client can us them on tab
HI I have a question about the portfolio. If I am trying to change my career from different CG industry to arch viz, should I prepare both interior and exterior visual portfolio? or is it better to concentrate to either one of them?
I think a wide variety of projects would be the most beneficial. If you do it professionally, you will probably experience several different types of projects.
I would like to know your opinion re: Lumion vs v-ray vs other rendering software.......Can Lumion with post processing create amazing images ???
I have seen it create some cool stuff. Its ability for refined images is similar to what you could produce out of Unreal Engine. V-Ray is still much more capable of photorealism and extreme accuracy. However, Lumion is sufficient for many, many things. A lot of times the only issue with it is the users lack of command over the program. I will say this -- any program that is aimed at a wide audience due to very small learning curves, it probably limited in a lot of areas. Simplicity in learning always sacrifices the control and power a software offers. That is my experience. Think of sketchUp. It is easier to learn than 3ds Max, because it can't do nearly as many things. V-Ray has the most power, but it is harder to master. If you only use Lumion, what do you do when someone asks, "can you composite a 3d animation with this drone footage?" The answer would probably have to be "not really." With V-Ray + 3ds Max, it is hard to reach the limit of their capabilities.
Hey Adam I've followed you for the past year of me learning arch viz. I was wondering how the future of texturing looks for arch viz. I'm going to school for to be a environmental artist and just started learning substance painter and designer. How do you think game programs will interlace with the arch viz work flow. Also what 3 skills would you push to learn and understand? I'm a decent modeler and photoshop composter but I'm still struggling with vray and material creation and control. Renders always seems kind of dark or flat, I've tried to understand lighting and camera a bit better but I want to know your opinion on all that.
Hey Brandon. It usually works the other way around, as in the arch viz workflow usually adopts things from movies and games. I think substance products and Quixel stuff will become increasingly prevalent, especially since they can be used for both static and real time rendering applications. I think arch viz is going to push very hard towards real time applications over the next few years, so gaming and arch viz will continue to cross-pollinate ideas and techniques.
As far as what is important to learn, I would say all of it, but the two things you mentioned are the most important I would say. Texturing and lighting have to be a focus. They play so much into photorealism, drama, atmosphere, etc. You can learn V-Ray materials and lights, but I actually think that doesn't matter as much as the artistic principles of lighting and materials.
How long did you have to practice to be prepared for your first 3D job?
It all depends on your portfolio. You need to make a portfolio good enough that someone is willing to pay you. Once you get the job, there will still be a lot of learning to do, but the portfolio shows that you are capable. I casually experimented with 3ds Max for about 2.5 years before I got a job doing it. I already had a strong architecture and drafting background.
One last question can you please tell me the right process to migrate my entire into a blank VR template file
Thanks a lot
I think you have to do it level by level. So find your level in your asset browser, right click, asset actions, migrate. It will then ask you where to migrate to, so you need to have a VR project setup already for it to go into.
I am using sketchup and vray for archviz .can I migrate to 3dsmax with your course? how long will it it take to do professional work ?
Yes. I don't show how to do it in the course specifically, but it can be done quite easily. 3ds Max has a sketchUp import option. You may just need to save your sketchUp to an earlier version, then go to 3ds Max > import and look for sketchUp files.
Professional work varies in how long it takes, but as a base, I usually assume about 2 days for a basic interior or exterior.
Thanks a lot for your time. I am having some issue with my Unreal engine project. At the end of the lighting calcul when Unreal is importing built static lighting after 43% Unreal shutdown this is really frustrating. I have a really powerfull computer ( I9 18core 2graphic card Gtx 1080ti 64memory Ram)
I tried a lot things I sedn an email to the support, no answer
this is the seconds capture
Can you please as well tell me what is the meaning of "TETURE STREAMING POOL IS OVER blabla GB