Virtual kingdoms

Welcome to the virtual kingdom, curious to see what I will encounter in this realm of melancholic assets and disobeying objects.

Animations imported into Unity.

New materials wrapped around the 3D objects.

Shadows and lighting, see what needs attention.

Disobeying objects can get quite bolshy.

Spinning objects approaching through the trees. Run.

Note to Self:

  • Have to edit so listener audio is less over-powering.
  • Have to make list as to which object is paired with which audio when triggered.
  • By combining Unity assets with imported objects the overall aesthetic is quite ‘gamer’ looking visually, but It is the look/feel I want for this piece.

Sandbox

Have created a repository of sorts, a sandbox, a Unity project where I can dump assets.

I can re-scale and re-position objects and animations and quickly see what works and what doesn’t.

Note to Self:

  • Good to see how materials look on planes and cubes.
  • Good to test lighting on objects before baking.

Poly Seat no no

This is 3D Low Poly seat I modelled and have been trying to make, the idea was to have it hollow to accommodate a PC and VR gear, Vive HMD, controllers etc…but also strong enough for people to sit on.

I investigated getting it made via CNC cutting, but that seems to be more for intricate 2D designs.

Note to Self:

  • I investigated getting a mould done but this would be a crazy cost.
  • I may have to compromise now and do it another way if possible.

Tilting

I finally got my hands on a decent HMD, I got to borrow a HTC Vive with x2 controllers and x2 base stations off a video editor colleague. A shame I didn’t get my hands on it a few months back but, c’est la vie.

I installed Steam and SteamVR, bought the Tilt Brush app and have been painting and sculpting in the void the last few days.

There are a lot of cheesy brushes in Tilt Brush, but there a handful of really nice ones, so the potential is huge.

Note to Self:

  • You can also export any 3D object created in Tilt brush as an .fbx for use in Unity. It seems to strip off any materials though.
  • You can also import 3D objects but seems to be one at a time only.
  • The novelty of ‘light sculpting’ soon wears off, but a great tool as it continues to evolve.

Terra Firma

I have been adding and sculpting Terrain in Unity.

I have become fascinated by some of the default standard assets and how they can look when sculpted.

“If things are intrinsically withdrawn, irreducible to their perceptions or relations or uses, they can only affect each other in a strange region of traces and footprints.”

Trees, grasses, mud etc… An almost naive realm, an environment to host whatever decides to play out in it. Who or what will populate this digital kingdom?

There is a naive default beauty to these standard assets.

Note to Self:

  • Low poly leaves in the trees also, but like the aesthetic.
  • Need to learn about lighting levels and baking light etc…