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4thFlrStudio

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  • 4thFlrStudio

    Hey,

    So I posted my work in progress on the Oculus forums and thought I'd share here too since the majority of the work is being baked in with Vray.

    Click image for larger version

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    Here's a link to the demo which currently requires a DK2 (not sure if it'll work with DK1), http://www.quitenice.co/blog/2014/8/3/4thflrstudio

    This is a virtual recreation of my apartment.

    Since my career path has been as a 3d artist and renderer, I've had a habit of 3d modeling my apartments. Before I signing the lease, I will measure the space and build the walls in 3d. By doing so, I can quickly visualize if my bed and furniture will actually fit in the space!

    The possibilities with this visualization have been taken further with the use of VR. Using the Oculus Rift, you can feel present within the space and are able to observe and decide on changes before the final design is put into action.

    Let me know if you have any questions, comments, or problems with the demo

    Thanks!
    So you can see I've given up on trying to render the left/right eye directly from Vray (which would still be sweet for a more economical approach). I've been refining my workflow to take a 3d scene that I'd be using for renderings, optimize it, create UVs for baking, bake, and assemble the geometry and textures for real time viewing. So far I've been able to get away with scenes of 500k - 1mil, with about 50 objects, each with 2k textures. At the moment I'm aiming to keep the specs of the scenes within usability on my laptop for mobility. But it's probably possible to push this all much further with a better graphics card, and also through optimizations with texture/mesh culling or swapping.

    Very very soon we wont be creating flat renderings, but baking out full scenes for exploration

    cheers
    Brendan Coyle | www.brendancoyle.com
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