Omniarch is the culmination of 4 years of work, one very loyal client, and an immense drive to create something new and unique. We have scrapped entire feature systems, played with default values up to the third decimal and even more. This project is the continuing development of an architectural visualization software that will be better than the rest. Bridging the divide between the beginner and the professional ArchViz artist, Omniarch has been designed from the very beginning to succeed where most software falters. Better learning curves, better design, and better application.
Omniarch aims to build a user-experience that sacrifices hassle for the ease of creative expression. Where we have found it, we have rooted out bog and obtuse user interface to ensure that the designer has the simplest time with the software and instead designs without software limitation or time-consumption. The project has been devided into several modes or 'browsers' to which the user can switch between or hold active while playing with other tools.
Where the user can drag in meshes from the mesh browser, or adjust materials in the material browser, or do both with a seamless switch between the two across the interface. Some browsers will remain active in tandem such as the camera browser, in which users can line up their shot and continue to adjust meshes, locations, and their materials. Each scene is created as a project with custom filetypes that can only be read by the software.
Complete with the necessary creative features such as Undo/Redo, simple duplication, etc.
Omnairch is split into two instances:
Where designers can construct their scenes within the Omniarch Designer and have their works showcased within Omniarch Explorer within seconds. The explorer software is completely free and is purposed as a first-person walk through of a interactive high-quality scene built in the Designer.
With Omniarch, designers can output fully interactive scenes to their clients with minimal overhead and tutorial.
The software boasts a rather large set of features for a pre-alpha release. Some features will be shown here, to see the bulk of the features, head to our Kickstarter.
These features are built to enable the user to navigate, manipulate, and work with meshes within Omniarch.
Omniarch's powerful materials system features modular and fully adjustable base materials for every surface that a deisgner may need to create.
Omniarch boasts for more features than stated here, everything from static rendering to setting up multiple material options for a mesh within a scene (that the explorer can then swap between), for the full list, check out the Omniarch Kickstarter.
Omniarch began in Unreal Engine 4 and is now is powered by Unreal Engine 5. The softwre is built majoritively in C++ and blueprint. The project features a rich set of features included a lot of bending the PBR FPS-inclined game engine into an engine that allows for dynamic and and saveable scene creation complete with large runtime functionality. Omniarch utilizes several new and expanded systems on the engine that carry the project's viability ten-fold. It's architecture involves a heavy mix of essentially gameplay programming and engine programming; with a neat sprinkle of everything else in between.
The project demanded the use of:
Overall, this long-standing project is quite promising, cutting-edge, challenging, and welcome work from a loyal and long-term client.
While Omniarch is only in the pre-alpha stage it already has so much to offer and its vision is already clear. We have opened up a Kickstarter campaign to garner funds for its continued development, the next stage will be even greater than ever before.
Funds would be used to further the project and hire new members to work on and accelerate the progress of the software. You now have a limited chance to acquire the software and be apart of bringing it to life, check it out today.