Hey man. This is a super great idea! I wish I had started learning Rhino before today, so I actually had a chance to make something worth reviewing or even seeing. I'm half way through your "introduction for architects part 1" video, and I'm learning A TON! Amazing, and thanks! Love your energy
Awesome! Follow up question, In the game will there be the opportunity for interactive models? e.g. Responsive facade or wall elements that change depending on how close they are to the player?@@DesignGoBrr
Yes, but that shouldn't be the "key feature" why the design is good as potential for interactivity will not be a factor when deciding the winners/who'll be added into the VR environment. @@noahwatson7510
Great initiative, thank you! I had the opportunity to buy a copy of the Nakagin promotional brochure when I visited the tower a few years ago. Since the link will probably be flagged as spam by youtube, I could send it to you by email if you are interested.
Sorry for being a noob. How deep do we need to go with unwraping for this to work properly? For example, should I unwrap everything that I used box mapping on even if it looks fine? Are imported assets that come with their own custom complex mapping good enough? And when you say that you will place materials afterwards, do you mean you will convert the ones we use or edit them somehow? P.S. Missed opportunity to print a "lousy t-shirt" joke on the t-shirt for 3rd place.
1) If box mapping works - that's fine. No need to custom-unwrap it. It's just that no object should be left with 0 mapping information.2) Imported assets with their custom mapping are indeed good enough. 3) In regards to placing materials - I would need to "translate" the textures/materials you've made in rhino/blender/etc. to a substrate material system in Unreal Engine. That's what I mean by "I'll place material afterwards". 4) True.. but it's not too late.
Hi brother. I need to ask something. I have an architectural landscape design which I want to design in 3D and sale for $5m. I will email you for if you can grab sometime for collaboration.
Time to go crazy with this! This is truly what metabolist architecture is about.
Excited to see what everyone will come up with!
Hey man. This is a super great idea! I wish I had started learning Rhino before today, so I actually had a chance to make something worth reviewing or even seeing. I'm half way through your "introduction for architects part 1" video, and I'm learning A TON! Amazing, and thanks! Love your energy
Does the competition support lighting? E.g. a semi transparent parti wall with lights inside it? Would i be able to use Vray lighting for example?
Yup - no limitation to lighting techniques whatsoever.
Awesome! Follow up question, In the game will there be the opportunity for interactive models? e.g. Responsive facade or wall elements that change depending on how close they are to the player?@@DesignGoBrr
Yes, but that shouldn't be the "key feature" why the design is good as potential for interactivity will not be a factor when deciding the winners/who'll be added into the VR environment. @@noahwatson7510
Thank you teacher
Go model a capsule!
@@DesignGoBrr what do you mean
Great initiative, thank you! I had the opportunity to buy a copy of the Nakagin promotional brochure when I visited the tower a few years ago. Since the link will probably be flagged as spam by youtube, I could send it to you by email if you are interested.
I already have too many of those types of brochures :D not sure what to do with them... But thank you still!
@@DesignGoBrr Sure!
Maybe I'm late for competition but I'll try
more than two weeks is plenty of time! Good luck - looking forward to seeing the outcome :)
Love this! Where can I find the discord channel?
Also is there a reason why when I try and download the template file link in your bio it only is a rar file? I cant seem to get it downloded correctly
Rar file is a package. Extract it and you'll find the template files.
As I said in the video - become a patreon member (1 dollar) and you'll get the link to the discord.
Sorry for being a noob. How deep do we need to go with unwraping for this to work properly? For example, should I unwrap everything that I used box mapping on even if it looks fine? Are imported assets that come with their own custom complex mapping good enough? And when you say that you will place materials afterwards, do you mean you will convert the ones we use or edit them somehow?
P.S. Missed opportunity to print a "lousy t-shirt" joke on the t-shirt for 3rd place.
1) If box mapping works - that's fine. No need to custom-unwrap it. It's just that no object should be left with 0 mapping information.2) Imported assets with their custom mapping are indeed good enough. 3) In regards to placing materials - I would need to "translate" the textures/materials you've made in rhino/blender/etc. to a substrate material system in Unreal Engine. That's what I mean by "I'll place material afterwards". 4) True.. but it's not too late.
Hi brother. I need to ask something. I have an architectural landscape design which I want to design in 3D and sale for $5m. I will email you for if you can grab sometime for collaboration.
That's a super specific price you're estimating.