Here is the latest update. I now have all the Substance Painter texturing done now. Now it is time to move it into UE4.
I am having fun with Sketchfab so I decided to load everything there as well.
I also uploaded the Hammer.
And the Staff.
Showing posts with label VR. Show all posts
Showing posts with label VR. Show all posts
Thursday, October 20, 2016
Sunday, October 16, 2016
Tuesday, June 28, 2016
Wednesday, June 15, 2016
High Quality Characters In VR Update 5
I'm currently adding some smaller elements to the sculpt in order to round out the design a bit more.
Close Up
I added some larger rope around the character, some smaller beads on the wrist, and some rings that are attached to the main belt as well.
Close Up
I added some larger rope around the character, some smaller beads on the wrist, and some rings that are attached to the main belt as well.
Sunday, June 12, 2016
High Quality Characters In VR Update 4
I have finished up all high res modeling on this character. I still like the idea of adding more rope like elements to the design, I added some to his right wrist area and at the top of the belt structure on the top of the character. If there is any more modeling done at this point I would like to add some of these smaller elements.
Thursday, June 9, 2016
High Quality Characters In VR Update 3
Here is a high resolution modeling update. I feel that I am about 95 % done with the high res modeling. The results from ZBrush have been pushed into Keyshot for a final render.
Here is a close up for the area with the most changes.
Saturday, June 4, 2016
High Quality Characters In VR Update 2
I am still working on various aspects of modeling of this character in ZBrush. I have pushed some of the results to Keyshot for a quality check.
Other work has been done in UE4 working with the HTC VIVE. Currently there is some sort of framerate problem with the VIVE and UE4. You can see a thread about the issue here (https://forums.unrealengine.com/showthread.php?81201-Vive-performance-way-lower-then-DK2&p=541809#post541809) From everything I have investigated and what was told to be by an Epic representative is that this is an HTC VIVE problem, it has to do with the way that it's compositor is drawing the onscreen representation of what is going in in the VIVE Onto the computer monitor. It is causing a frame rate of about 45 fps, this isn't good for VR, we need to be around 90 fps.
Other work was made to just get the movement system going for the VIVE. A new VR pawn was created along with a VR game mode. The VR game mode was fed into the world settings area of the map. Within the VR pawn, I added motion controllers and attached VIVE models (created by Valve) and some simple particle systems. I also set up a button system that goes through a series of gates that will update the players position in the level. This is the first steps taken for a teleport system. This way I can have the user go to various key areas on the map to look at various characters that will be set up.
Other work has been done in UE4 working with the HTC VIVE. Currently there is some sort of framerate problem with the VIVE and UE4. You can see a thread about the issue here (https://forums.unrealengine.com/showthread.php?81201-Vive-performance-way-lower-then-DK2&p=541809#post541809) From everything I have investigated and what was told to be by an Epic representative is that this is an HTC VIVE problem, it has to do with the way that it's compositor is drawing the onscreen representation of what is going in in the VIVE Onto the computer monitor. It is causing a frame rate of about 45 fps, this isn't good for VR, we need to be around 90 fps.
Other work was made to just get the movement system going for the VIVE. A new VR pawn was created along with a VR game mode. The VR game mode was fed into the world settings area of the map. Within the VR pawn, I added motion controllers and attached VIVE models (created by Valve) and some simple particle systems. I also set up a button system that goes through a series of gates that will update the players position in the level. This is the first steps taken for a teleport system. This way I can have the user go to various key areas on the map to look at various characters that will be set up.
Saturday, May 21, 2016
Here is a creature that I designed for one of my VR experience. It started off as a space based theme, but not I am shifting it to an underwater environment.
For this piece I was once again using Maya, ZBrush, Substance Painter and then pushing to Sketchfab. I also wanted to try out animating within Sketchfab, it works really nice, only problem is there is very low bone limit when viewing on a mobile device. On my IPhone, Apple has set a very low bone limit (about 20 animating bones) if the count is too high then it just renders the characters bones and you will no longer see the skinned mesh. Kinda a bummer, but at least I know the rules now! :)
For this piece I was once again using Maya, ZBrush, Substance Painter and then pushing to Sketchfab. I also wanted to try out animating within Sketchfab, it works really nice, only problem is there is very low bone limit when viewing on a mobile device. On my IPhone, Apple has set a very low bone limit (about 20 animating bones) if the count is too high then it just renders the characters bones and you will no longer see the skinned mesh. Kinda a bummer, but at least I know the rules now! :)
Baby Alien V002 Sketchfab
I recently went back and re-designed one of my alien creatures that I was making for a VR experience. I wanted to try out Substance Designer and Sketchfab integration. I have to say that I am very impressed with the final results.
Here is a direct link to the Sketchfab page if you are interested:
Click Here
Thursday, May 19, 2016
High Quality Characters In VR Update 1
High Quality Characters In VR - for this project I will be revisiting on of my older characters, the Tortosaur. He is in a decent shapes as far as the model in concerned, most major shapes are created and are ready for the detail sculpting phase in ZBrush. For texturing I plan on using Allegorithmic's Substance Painter and Designer.
Here is a render of the model in Keyshot.
The plan is to use the HTC Vive in UE4. I would like there to be some sort of interaction with the character.
There has been a rig created in Maya:
Most of the gear on the creature still needs to be weighted up, but at the moment at least rudimentary motion can be tested.
The plan is to use the HTC Vive in UE4. I would like there to be some sort of interaction with the character.
There has been a rig created in Maya:
Most of the gear on the creature still needs to be weighted up, but at the moment at least rudimentary motion can be tested.
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