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    Alamo VR/AR project

    Scheduled Pinned Locked Moved WIP
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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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