Alamo VR/AR project
-
Good luck! My VR experiments are still ongoing, on hold a little while I expand my coding skills!
-
Some more stuff...
This tambour was located on the South side of the Alamo and used 4lb cannons to defend the South and East.
Gary Zaboly's map of the entire Alamo compound as it existed in 1836
The SketchUp model of the tambour
A quick SU SketchFX video of same:
-
@chippwalters said:
Currently, I'm working with my new SketchFX Ex extension to figure out a custom render theme and video workflow for these in progress pictures. Here are a few tests..
I've looked at this extension and considered adding it to my list of plugins-to-buy. (along with Ambient Occlusion). I really like some of the effects and your examples look great.
How have you found it? Are you happy with the output? Is there any performance hit? Does using it without AO severly handicap the avaialble effects? (I use Twilight Render currently)
Oh, and the project overall is very impressive... but having seen some of your previous work (e.g. your Hyperloop presentation) I'm not at all surprised. Great work.
-
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.
-
Thanks for the reply. I imagine I'll probably end up getting both, but I'll likely take your advice and start with AO.
-
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.
-
-
Coming along VERY nicely.
-
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...
-
Yes, looking good!
-
This is excellent cant wait for more!
-
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.Check out his main plaza parade, done with Houdini:
Youtube VideoAnother incredible view:
Youtube VideoRich 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.5And 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.htmlHere's some test animation work. Obviously not complete, but interesting.
-
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.
-
Unity 2017 and Timeline being used for scripting some AI encounters. Thanks. I'll post more soon.
-
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.
-
Excellent video!
-
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.
Advertisement