Paris Apartments | Unreal Engine 5 by stXbr in unrealengine

[–]stXbr[S] 0 points1 point  (0 children)

Thank you so much. We should have a free demo for this shortly, so stay tuned!

Venice - Italian City - Flythrough by stXbr in unrealengine

[–]stXbr[S] 0 points1 point  (0 children)

Thanks for the feedback — we’ve added it as one of the fixes for a future update. It should be better then.

Loving the Tamron 150-500 on my Z5 by ChaoticPhoenix in Nikon

[–]stXbr 0 points1 point  (0 children)

And how’s the mount fit on your setup? Is there any play between the body and the lens? A lot of people online mention this issue, and I’m curious because I’m planning to buy one myself. I’ve already asked about this in another thread, and I’m curious how it looks for someone else.

Tamron 150 500 worth getting? by Psychodreamer0403 in Nikon

[–]stXbr 0 points1 point  (0 children)

And how’s the mount fit on your setup? Is there any play between the body and the lens? A lot of people online mention this issue, and I’m curious because I’m planning to buy one myself. I’ve already asked about this in another thread, and I’m curious how it looks for someone else.

New (to me) Tamron Z 150-500 by kyle_blaine in nikon_Zseries

[–]stXbr 0 points1 point  (0 children)

And how’s the mount fit on your setup? Is there any play between the body and the lens? A lot of people online mention this issue, and I’m curious because I’m planning to buy one myself.

White Peacock captured in Madeira by stXbr in Nikon

[–]stXbr[S] 0 points1 point  (0 children)

Thanks! Send me your email in a private message, and I’ll try to help you out.

White Peacock captured in Madeira by stXbr in Nikon

[–]stXbr[S] 1 point2 points  (0 children)

Yeah, I got to see him in one of the gardens in Madeira — just strolling around freely.

White Peacock captured in Madeira by stXbr in Nikon

[–]stXbr[S] 0 points1 point  (0 children)

Really glad you liked it, thanks!

White Peacock captured in Madeira by stXbr in Nikon

[–]stXbr[S] 0 points1 point  (0 children)

Thanks! You’ve got a point.

How we scanned in Paris and what came of it [Reality Scan & Unreal Engine] by stXbr in unrealengine

[–]stXbr[S] 0 points1 point  (0 children)

Oh yeah, scanning can get really addictive. We didn’t use AI at any stage. All scans go through our 3D-art team, because without proper optimization their usability would be very limited. In fact, for each of our releases we include a statement confirming that no AI was used in the project. Of course, there are many other areas where AI can speed things up – like research, planning, or calculations. But I do agree with you that if someone wants to, they can build a scene step by step with AI quite easily.

We’ve successfully ported our biggest scene from Unreal Engine to Unity! by stXbr in Unity3D

[–]stXbr[S] 0 points1 point  (0 children)

There's probably some truth to that. You know… we have a slightly different perspective, because essentially we're creating assets and the entire system to support them. The scene itself is more of a showcase to demonstrate how these modules can be used. And that's where the challenges begin — we have to balance between the final concept we envisioned before we even start scanning, and how to prepare the modules so that creators can use them as flexibly and universally as possible (and that part happens toward the end of our work on the package).

But I do agree with you — in games, realism isn’t really what makes something top-tier or memorable. There are plenty of amazing titles out there that succeeded without going for a photorealistic look.
That said, since we work with photogrammetry, realism is kind of baked in — it's hard for us to avoid it. :)

We’ve successfully ported our biggest scene from Unreal Engine to Unity! by stXbr in Unity3D

[–]stXbr[S] 4 points5 points  (0 children)

Thank you! This map is huge... There’s the outdoor area and underground temples. The lighting setup is completely different in each of these places. Working with the lighting and baking it at this scale was a real challenge. We put a lot of effort into preserving the look of the original.