Finally got around to building something for the Oculus Rift VR unit in Unity 3D. I decided on building something simple that could also be used as a proof of concept. One of the great things about VR is that you can get a truer sense of scale for objects that you can never get from say a photo or video. So I’m thinking it would be a no brainier for an art gallery or museum to put some of their collection up in a virtual environment.
If you have an Oculus Rift VR unit you can download this Gallery demo here:
Win 64bit version: http://diervek.com/dl/Gallery-demo-v1
Win 32bit version: Gallery-32bit-demo
Linux version: Gallery-demo-linux
If you do not have the Oculus but would like to view the demo on your monitor you can download here:
This is early simple stuff, running off of the developers kit so the current resolution is limited to around 1280px×800px. However sometime next year a 1080P(1920×1080px) consumer version will be released.
Some quick modeling and rendering in modo with no real end goal in mind.
Small project to familiarize myself with Modo’s instance and particle systems.
Testing Zbrush edge loops for hard surface modeling and seeing how well they transfer to modo. It does a fine job at cutting irregular shapes although the poly count is still somewhat high
Wanted to play around with light and color this Saturday.
As of late I have been tooling around with Sculptris Alpha 6 and ZBrush on the side. Here is something I have whipped up then rendered in modo. Sculptris is truly an amazing program it dynamically adds polygons as you model and it’s insanely easy to pick up and use. I made this cowboy/minotaur after three or so hours of using Sculptris for the first time.
Re-composition of the Analog Rotary Mobile Phone I re-rendered last week I thought it needed some extra stuff laying around it.
Here is an update of one of the first things I ever modeled in modo 301.
Nice! The company that makes my favorite 3D program modo is using my Sonic Disruptor for its developers page.
I wanted to see how long it would take me to model and texture something random. So I grabbed whatever I could snag on the desk to the left of me without looking. An unused Honey Mustard Sauce pack was what I happened to pick up. After 48 minutes I felt I had something that could pass as useful. My end result is far from perfect but very useful for a prop for a future project. The render here that you see took about 20 minutes I did not include that in my time because that is dependent on computer hardware.
Had some fun building this so I could acclimating myself to some of the new features of 501. You can find the WIP here.
Even with production sketches it was trickier than I thought it would be to model in 3D, I thought I would knock it out in less than a day.
Something kind of cool that I noticed while researching this subject is that the show had a heavy art nouveau style to it.
That was something I was completely unaware of as a youngster and It’s a style I really like as an adult.
So now I’m wondering if this show had an influence on that?