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Old January 16th, 2008   #8 (permalink)
mrcamper
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Join Date: Jun 2004
Location: Texas
Age: 54
Posts: 26

Name: pat c


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Default Re: HKS taking RT architecture to the next level .......

Hey guys, thanks for the great input, in reference to some of the above comments here's some more info about what we do with our RT program.

In our RT 3D environment presentations we are required by our designers to keep everything operable, so polygons are necessary to open every door, window or whatever moves. The typical game engine Jedi texture tricks (normal maps, etc.) don't allow us to keep everything functional.... you cannot open a normal mapped window.

Over the last 11 years , in reference to RT being a useful tool, we are 93-2 (yes, I keep score) in winning the job over other firms when we use the real-time environments for presentation to potential clients as opposed to about 50-50 using traditional 3D animations coupled with power point slides and static images mounted on boards.

Also, it is not so much the speed of our machines (they are special order Alienware ALX, dual AMD 2 core CPUs, 16 gb ram, quad nvidia sli) it is the fact that we typically export the models from Automess' Revit and in the Cowboys Stadium's case it produced over 350,000 objects...

MAX cannot handle that many objects at one time no matter what hardware you throw at it as it is a limitation of the internal MAX object database. (now we have input into MAX over 40m poly environments, but in order to do so we have to collapse all the objects based on texture which messes up the file link to Revit for the 3D environment updates).

I would love to see more of what anyone else might be doing in architectural RT and would be glad to correspond with anyone interested.
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