I made new textures and UVs on every kitchen object to get better realistic results. It also optimizes lightmaps, they are now smaller and less expensive.
I made new textures and UVs on every kitchen object to get better realistic results. It also optimizes lightmaps, they are now smaller and less expensive.
Life is coming into the apartment. You should see Rachael wandering there, smoking her cigaret, asking questions to you…
Deckard: Remember when you were six? You and your brother snuck into an empty building through a basement window. You were going to play doctor. He showed you his but when it got to be your turn you chickened and ran, you remember that? You ever tell anybody that? Your mother, Tyrell, anybody? Remember the spider that lived outside your window? Orange body, green legs. Watched her build a web all summer then one day there’s a big egg in it. The egg hatched…
Rachael: The egg hatched…
Deckard: Yeah.
Rachael: And a hundred baby spiders came out and they ate her.
Deckard: Implants. Those aren’t your memories, they’re somebody else’s. They’re Tyrell’s niece’s. Okay, bad joke… I made a bad joke. You’re not a replicant. Go home, okay? No, really, I’m sorry, go home.
This weekend was dedicated to Substance Painter training and here are more realistic and good-looking lift walls and doors.
Other props enhancement will follow.
Latest Oculus SDK is now implemented and the user is able to walk around the apartment for the first time.
There is still a lot to do to optimize the VR experience and avoid framerate drops but some assets have already a really immersive aspect.
Scrolling lights on the Esper was buggy when the user starts/stops the machine.
This is fixed by resetting materials on “OnDisable” event. It helps to avoid unwanted loops in the scroll animation.
Sofa UVs were not perfect and lighting artefact appeared at several places.
This is now fixed and emmissive materials are now working correctly too.
Otherwise, the sofa is not the final one. A more accurate mesh and substance materials will take place.
Milk and Belgian beer bottles can now be found in the fridge.
The fridge door is done with a Gaussian blurred glass, just like in the movie, lighten from Inside.
The city buildings are completely remastered with better textures and meshes.
Lighting is directly baked in 3DSMax with Mental Ray.
The previous Esper Machine was quite lowpoly and not fitting with the high resolution environment. Now, the screen submeshes are OK for light reflection and video material mapping.
Each object is now correctly uvmapped and lots of light artefacts are gone.
The whole project is using 5 lightmaps (4096×4096, Directional) in total, much better than 16 (2048×2048) from the previous bakings.