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    Alamo VR/AR project

    Scheduled Pinned Locked Moved WIP
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    • chippwaltersC Offline
      chippwalters
      last edited by

      I actually really do like the SketchFX extension. If I had to get only one, I'd get the AO one as it helps you design by accurately showing you what the object looks like. Both give you the ability to create some really nice and quick renders and animations. I don't see this as a presentation tool to show finished work, I'd prefer something like Thea or Unity or KeyShot for that.

      Currently working with Cross-Reality technologies

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      • D Offline
        db11
        last edited by

        Thanks for the reply. I imagine I'll probably end up getting both, but I'll likely take your advice and start with AO.

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        • chippwaltersC Offline
          chippwalters
          last edited by

          Some more updates. These are Unity screenshots from the Palisades scene, which is the place David Crockett and his men defended the Alamo from. It was supposed to be one of the most vulnerable, but due to Crockett and his sharp shooters, became virtually impenetrable.

          Ultra low geometry except for the Alamo, which will be optimized next...
          Also, we'll be adding a better ground texture as well.

          Of interest, the shader I'm using was created in Amplify Shader for Unity and it's a pretty interesting shader. The goal is to NOT have too many texture maps for mobile AR. So, I've compiled 2 different shaders and the only custom maps per object are a normal and ambient occlusion map. The rest of the texturing is done with only a couple of diffuse and normal maps, plus a noise map for the dirt coming up from the ground. This way I can keep both the polys low AND the number of textures low.

          https://altuit.cloud/web/alamo/920-1.jpg

          https://altuit.cloud/web/alamo/920-2.jpg

          https://altuit.cloud/web/alamo/920-3.jpg

          https://altuit.cloud/web/alamo/920-4.jpg

          https://altuit.cloud/web/alamo/920-5.jpg

          Currently working with Cross-Reality technologies

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          • StinkieS Offline
            Stinkie
            last edited by

            👍 ❗

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            • Mike AmosM Offline
              Mike Amos
              last edited by

              Coming along VERY nicely.

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              • chippwaltersC Offline
                chippwalters
                last edited by

                More updates.

                This is our first real AR test. It's a bit shaky as I'm trying to move a mouse and hold the camera at the same time. No baked textures yet-- still trying to figure out how to do that in Vuforia...

                Currently working with Cross-Reality technologies

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                • Bryan KB Offline
                  Bryan K
                  last edited by

                  Yes, looking good!

                  See my portfolio at https://delphiscousin.blogspot.com/

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                  • L Offline
                    liam887
                    last edited by

                    This is excellent cant wait for more!

                    VISIT MY ONLINE GALLERY
                    http://www.robotsvdinosaurs.com/

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                    • chippwaltersC Offline
                      chippwalters
                      last edited by

                      Some updates. I'm finishing the architecture, though more slowly than I originally intended. Brought on a few new people, including Brad (motion animator) and some other helpful Alamo experts:

                      James Boddie
                      Jim is a superb Blender modeler and render and has created various Alamo scenes with INCREDIBLE realism. His 360 view is JUST AMAZING! We're looking to have him help with some of the modeling for the Witte project.

                      Link Preview Image
                      The Alamo Plaza as it might have appeared in 1836. The point...

                      The Alamo Plaza as it might have appeared in 1836. The point of view is about 17 yards from the southwest corner of the Long Barrack (Convento). Just to the right of the Alamo church you can just see the palisade over the low stone wall. The cottonwoods of the Alameda are visible beyond the palisade. To the right of the low stone wall is the kitchen which abuts the Low Barrack and main gate. The 18-pounder cannon is on the platform at the southwest corner. Next to it on the west wall is the blacksmith shop. The Treviño House (Travis’ headquarters) is the thatched-roof building in the middle of the west wall. The defense of the north wall consists of two substantial cannon platforms. Continue to see the north row houses, granary and convento. This 3D model of the Alamo compound is based on: Mark Lemon's The Illustrated Alamo 1836, A Photographic Journey. Abilene: State House Press, 2008. Rendered in Blender. -#Alamo -#Blender

                      favicon

                      Kuula (kuula.co)

                      Check out his main plaza parade, done with Houdini:
                      https://youtu.be/l6gl0b2-f7c

                      Another incredible view:
                      https://youtu.be/OMm9_zsjOxk

                      Rich Curilla
                      Rich is a noted Alamo and Bexar expert who has created some very nice SketchUp visualizations of San Antonio during the time of the Alamo siege.

                      His FB page:
                      https://www.facebook.com/richard.curilla.5

                      And a nice article on his curation of the John Wayne Alamo set:
                      https://www.southbendtribune.com/life/travel/as-it-deteriorates-alamo-set-could-be-forgotten/article_e3304551-9874-56cf-bf3c-6f917d71b27d.html

                      Here's some test animation work. Obviously not complete, but interesting.

                      Currently working with Cross-Reality technologies

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                      • L Offline
                        liam887
                        last edited by

                        Chipp what engine are you using to render the people, is that a random or scripted encounter? Also amazing work cant wait to see how this develops.

                        VISIT MY ONLINE GALLERY
                        http://www.robotsvdinosaurs.com/

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                        • chippwaltersC Offline
                          chippwalters
                          last edited by

                          Unity 2017 and Timeline being used for scripting some AI encounters. Thanks. I'll post more soon.

                          Currently working with Cross-Reality technologies

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                          • chippwaltersC Offline
                            chippwalters
                            last edited by

                            Here are a couple new videos showing my workflow going from SketchUp to Unity. This first video deals with the very simple way 3D Coat creates great UV Maps for models exported from SketchUp.

                            The second video focuses on creating solid voxel representations of SketchUp models, then adding severe aging and effects in order to create a more complex model appearance while still minimizing model complexity. Once the voxel model is created in 3D Coat, it is then passed on to Substance Painter where it is used to bake normals and ambient occlusion maps on the simple UV model created in the first video. It ends showing how a shader in Unity can be used to minimize the amount of textures and polygons, yet generate sufficient results to be able to be used on mobile devices.

                            The second video is an hour long, which is typically long for instructional media. I've sped it up where I can. There are valuable points to be made all along the way and I hope you find it worthwhile.

                            Currently working with Cross-Reality technologies

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                            • L Offline
                              liam887
                              last edited by

                              Excellent video!

                              VISIT MY ONLINE GALLERY
                              http://www.robotsvdinosaurs.com/

                              1 Reply Last reply Reply Quote 0
                              • chippwaltersC Offline
                                chippwalters
                                last edited by

                                Hey guys, I'm going to continue posting on this project at http://www.alamoreality.com/blog.html and close this thread. Any really interesting stuff, I'll post in the main forum.

                                Currently working with Cross-Reality technologies

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