Alamo VR/AR project
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Coming along VERY nicely.
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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...
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Yes, looking good!
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This is excellent cant wait for more!
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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:
https://youtu.be/l6gl0b2-f7cAnother incredible view:
https://youtu.be/OMm9_zsjOxkRich 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.
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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.
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Unity 2017 and Timeline being used for scripting some AI encounters. Thanks. I'll post more soon.
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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.
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Excellent video!
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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.
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