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Omniarch
Lead Programmer & Designer - MetaArt, Ltd.
Lead Programmer & Designer - MetaArt, Ltd.
2020 - Now
Active Development
#
C++
Game Design
Engine Scripting
Project Management
Blueprint
UI/UX
UMG

Project Overview

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.

Project Showcase

Software Design

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.

Importing an .FBX and dragging it into the omniarch scene

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.

Switching between many saved camera shots

Omnairch is split into two instances: 

  • Omniarch Designer
  • Omniarch Explorer

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.

Use-case & Features

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.

Mesh Features

  • Gizmo manipulation (+ grid snapping etc.) 
  • Mesh mirroring
  • Gizmo drag mesh duplication
  • Custom Mesh Import (currently only .FBX) 
  • Automatic mesh thumbnail generation
  • Convenient bulk drag-drop placement
  • Mesh grouping
  • Built-in Mesh Library

These features are built to enable the user to navigate, manipulate, and work with meshes within Omniarch.

Bulk-mesh drag-drop provides user-defined modularity

Material Features

  • Material drag-drop
  • Custom material creation
  • Custom texture import
  • 6 base material types (Roughness-Metallic, Translucent, Emissive, Opactiy, etc.) 
  • Automatic material thumbnail generation
  • Material groups (across mutliple mesh instances, grouped by face) 
  • Material multi-selection
  • Material Eyedropper

Omniarch's powerful materials system features modular and fully adjustable base materials for every surface that a deisgner may need to create.

Creating a custom material with imported textures

Other Features

  • Drag-drop light sources
  • 3 light types with 20+ lighting paramters
  • Custom HDRI support
  • Dynamic Sky
  • Cinematic Zoom with quick camera shot creation
  • 20+ camera shot paramters
  • Static renders with Path Trace rendering
  • Omniarch project export for Omniarch Explorer
  • Light source interactions
  • Dynamic Sky presets
  • Material presets
  • & plenty more

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.

Interactivity meets dynamic lighting

Development

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.

This scene is fully designed in Omniarch and captured in real-time.

The project demanded the use of: 

  • Unreal C++ 
  • Blueprint
  • Engine Tooling
  • Engine Programming
  • 3Cs (Character, Controls, Camera) 
  • UE's EQS system
  • UMG (Widget Blueprints)
  • Slate C++
  • UE MetaSounds
  • Graphics Programming
  • Game Design
  • User Experience
  • User Interface
  • Graphic Design (Icons, etc.)

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.

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