3D: 4thlight
Project: Feudal Japan
In a Soviet movie, famous characters went to a bathhouse before New Year’s, but we, as studio heads, organize Sunday conference calls to discuss what’s happening in our studios and the market.
Today, we talked a lot about UE. It was amusing to learn that, unlike 3ds Max, every new update of Unreal Engine brings a multitude of changes (for example, there’s no significant difference between Max 21 and 16). Despite the fact that Unreal’s updates sometimes result in a lack of backward compatibility, the approach is impressive.
In the latest versions of UE, limitations on the polygon count of models have been almost entirely removed, which previously made working with large volumes inaccessible. If this trend continues, and geometry and material converters are further refined, it will be feasible to switch to the interactive track. This will open up great opportunities for compiling final products (videos, applications, renders, etc.) from a single software.
PS: This project was assembled in 3ds Max+Corona, but an animation using the UE engine can be found via the link in the header.
Project: Feudal Japan
In a Soviet movie, famous characters went to a bathhouse before New Year’s, but we, as studio heads, organize Sunday conference calls to discuss what’s happening in our studios and the market.
Today, we talked a lot about UE. It was amusing to learn that, unlike 3ds Max, every new update of Unreal Engine brings a multitude of changes (for example, there’s no significant difference between Max 21 and 16). Despite the fact that Unreal’s updates sometimes result in a lack of backward compatibility, the approach is impressive.
In the latest versions of UE, limitations on the polygon count of models have been almost entirely removed, which previously made working with large volumes inaccessible. If this trend continues, and geometry and material converters are further refined, it will be feasible to switch to the interactive track. This will open up great opportunities for compiling final products (videos, applications, renders, etc.) from a single software.
PS: This project was assembled in 3ds Max+Corona, but an animation using the UE engine can be found via the link in the header.