Hey great upload!! Need to get into using a TM more. Looked at their roadmap recently and lots of the planned features look promising 🤩! FYI at 14:14, you can rename the file and change the extenstion from .webp to whatever the original file was uploaded in, its usually a .jpg, .png, or .bmp... And should become a usable image file.
They are quite protective of their stuff, no I'd say - no. Buut, Quixel Megascans has an option to download the 3D assets from their website in OBJ format and that's where the really high quality stuff is.
@@DesignGoBrra work-around if you're interested is to export your twinmotion scene into unreal and then you can just export assets from the content browser to obj/fbx/whatever, or you can even export whole levels at once which is pretty neat
@@cgsather3309 short answer is no unfortunately 😥 UE (and most other 3D modellers and renderers) will only deal in meshes, Rhino is more of the exception dealing in NURBs surfaces. Even when you export models from Rhino into UE with datalink it auto converts then to meshes under the hood which maybe you weren't aware of. So essentially everything that goes into UE will be a mesh, and consequently everything that comes out will be one too. And even if it could handle NURBs, chances are that the Twinmotion assets will have been modelled as meshes in something like 3DS which is much more industry standard for game assets (which essentially the assets inTwinmotion are). Sorry it's such a huge no, what sort of uses were you thinking of anyway?? If it's for furniture/decoration for CAD drawings then what I have done in the past is use the line render filter in twinmotion. I'll then combine this with a traditional CAD plan from Rhino in Photoshop, using the Rhino CAD plan for the the section/cut-through part of the drawing, and using the Twinmotion render for a more decorative touch for the interiors of rooms or exteriors. You can see an example on pages 27-29 of this project I did a year ago: tr.ee/tO4nq9jw6F In terms of editing meshes in Rhino, yeah it's not ideal, but it's been getting better, especially in Rhino 8. Using Shrinkwrap along with QuadRemesh (with the option to convert to SubD) can make the task a lot easier so do check those out of you haven't already. But I'd say use Twinmotion and it's assets for what they're good for - decoration and context - and leave editing to a minimum when you can. The times you do need something custom it'll probably just be quickest to model it yourself or kitbash (or AI now or would seem!!). Sorry that turned into a mammoth comment but my main workflow involves Rhino and Twinmotion and UE so these are all things I've battled with a lot already!! Good luck!
I have this problem with twinmotion when in interior shots light comes through the corners where the walls connect with the ceiling. Does anyone know how i can fix that ?
Awkward workaround, but you can create a box outside the room, basically put the room inside a box and leave whatever openings open where you want to allow light
Usually happens with thin geometry or complex geometry with a lot of concave corners. Lumen (light/reflections calculation system) hates that. Soooo having your walls solid and separated should yield good results.
Omg babe Gediminas Kirdeikis uploaded a video 🤞🤞🤞
Hope she's as enthusiastic as you
Hey great upload!! Need to get into using a TM more. Looked at their roadmap recently and lots of the planned features look promising 🤩! FYI at 14:14, you can rename the file and change the extenstion from .webp to whatever the original file was uploaded in, its usually a .jpg, .png, or .bmp... And should become a usable image file.
Ah good tip, thanks!
Pretty pretty nice 👍🏾
Thanks!!
Great Render👍
Thank you! Cheers!
Nice scene!
The TM assets from the scene (not the AI created) can be export back to Rhino?? to make things like plans and all that stuff.....Nice video!!
They are quite protective of their stuff, no I'd say - no. Buut, Quixel Megascans has an option to download the 3D assets from their website in OBJ format and that's where the really high quality stuff is.
@@DesignGoBrra work-around if you're interested is to export your twinmotion scene into unreal and then you can just export assets from the content browser to obj/fbx/whatever, or you can even export whole levels at once which is pretty neat
@@jonahhling ruclips.net/video/UFCo4PdphW8/видео.html They just published it two weeks ago
@@jonahhlingI tried that, but the objects are meshes, not ideal for editing in Rhino. Is
there a way to get surface models out of UE?
@@cgsather3309 short answer is no unfortunately 😥
UE (and most other 3D modellers and renderers) will only deal in meshes, Rhino is more of the exception dealing in NURBs surfaces. Even when you export models from Rhino into UE with datalink it auto converts then to meshes under the hood which maybe you weren't aware of. So essentially everything that goes into UE will be a mesh, and consequently everything that comes out will be one too. And even if it could handle NURBs, chances are that the Twinmotion assets will have been modelled as meshes in something like 3DS which is much more industry standard for game assets (which essentially the assets inTwinmotion are).
Sorry it's such a huge no, what sort of uses were you thinking of anyway?? If it's for furniture/decoration for CAD drawings then what I have done in the past is use the line render filter in twinmotion. I'll then combine this with a traditional CAD plan from Rhino in Photoshop, using the Rhino CAD plan for the the section/cut-through part of the drawing, and using the Twinmotion render for a more decorative touch for the interiors of rooms or exteriors. You can see an example on pages 27-29 of this project I did a year ago: tr.ee/tO4nq9jw6F
In terms of editing meshes in Rhino, yeah it's not ideal, but it's been getting better, especially in Rhino 8. Using Shrinkwrap along with QuadRemesh (with the option to convert to SubD) can make the task a lot easier so do check those out of you haven't already. But I'd say use Twinmotion and it's assets for what they're good for - decoration and context - and leave editing to a minimum when you can. The times you do need something custom it'll probably just be quickest to model it yourself or kitbash (or AI now or would seem!!).
Sorry that turned into a mammoth comment but my main workflow involves Rhino and Twinmotion and UE so these are all things I've battled with a lot already!! Good luck!
Hi, for the cloth simulations you did with grasshopper, is there any way to apply like pattern material to the cloth with the right UV?
Oh yea you can - you just need to define the seam for an UV unwrap (which I was too lazy to do in this case)
I have this problem with twinmotion when in interior shots light comes through the corners where the walls connect with the ceiling. Does anyone know how i can fix that ?
Awkward workaround, but you can create a box outside the room, basically put the room inside a box and leave whatever openings open where you want to allow light
This would work
Usually happens with thin geometry or complex geometry with a lot of concave corners. Lumen (light/reflections calculation system) hates that. Soooo having your walls solid and separated should yield good results.
Do you still use UE5 Or you completely switched to twinmotion?
I use UE5 for VR + Interactive + advanced animation stuff and I use Twinmotion/D5/Vray for static images + simple animations