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To avoid that mistake i did with MR i'm publishing new stuff here.
In a few months tech industry will learn a new abbreviation:
Some pretty cool new stuff coming in the next year or 2....
I honestly would not count VR out yet, and even more so, i feel like it's slowly becoming what the internet was in those early days. diehard adopters and developers being free and creative and experimental.
Ooh, new super-expensive VR rig points towards a better future.
It features a hardware solution to foveated rendering - simply putting a much higher resolution screen inside of a normal res 'outer frame'.
Scroll down and check out the slideable 'before / after' shots at least..
I've been playing Wipeout VR on psvr and maaaaan it is so cool
OOOOH, Rightie then.
This is getting somewhere:
• 4.3 inch 18 megapixel AMOLED display
• 5500 x 3000 resolution
• 1443 dots per inch
• 120 Hz refresh rate
4.3" display - so I assume this would be one per eye?
- ... but but google ...mugwart
- The Cardboard concept and ecoSystem is one thing I can't fault Google for. Besides, this tech just presages what's yet to come from other manufacturers.detritus
- I agree but the problem is what they use our data formugwart
- Really want to learn VR/ Unreal/ VR cinematography just so expensive its frustratingmugwart
- Likewise, for ever now. I still hope to, at some point, but I need to make big strides in my life to afford the time and money needed to invest in it.detritus
- ^ snap. Going through unreal cpp and blue prints. Got two ideas for apps I want to write and then expand out into VR/ARmugwart
The past couple of weeks have been a bit intense at work so I haven't had the time nor the energy to get further into this VR hole. But today was a lot quieter so I used the time to become more comfortable with 3ds Max and exporting to UE4. And this is the result, well, a reproduction of what I was trying at work - learning how to create proper UVW maps (using UVW Unwrap) and exporting geometry that works in UE.
It looks simple because it is - my way of learning 3D stuff is through repetition, repeating the fundamentals until I can do them without thinking - then I build on that with additional steps, in this case creating the light material in UE and editing the navigation and collision maps. So it seems that 3ds is the way to go, it's a different way of working compared to C4D but the results are more solid. With this new test, i'm feeling a lot better about being able to take it further. Good times.
Wooooord up, you slags. After my initial, albeit, tentative steps in VR glory, buoyed by the heady thrill of my superior intellect smashing through the impossible conundrum of randomly clicking a few buttons to export some geometry I was brought down to earth with a thud. Left broken and mangled like Morrissey after a night on the pills and a bit of rough trade from Bracknell.
The cause of my thuddiness? Cinema 4-fucking-D. Yes. Betrayed! The fucking slut! As it happens, C4D is kinda trash at making workable geometry for Unreal - UE4 relies on accurate UVW Maps and smoothing groups when it calculates lightmaps - something C4D is apparently incapable of exporting correctly. With a heavy heart I discuss this with my Spanish Guardo Camino at work and he shows me his method in 3DS Max which, as it happens, is foolproof thanks to some nifty UVM wrap scripting and plugin fuckery.
The result is that after further testing, testing, and more testing and some YT videos and cracking the 2018 version of 3DS Max I can now export unblemished geometry from 3DS directly into UE4. Now, the obvious downside is the entire 3DS Max bit... But. It gives me the perfect reason to actually learn it. C4D isn't dead, it's merely taking a holiday in Vienna where its fucking Charlotte Rampling.
- Once you master that you'll want to look at maintaining consistent pixel density for your textures.cannonball1978
- Yeah, my Spanish dude showed me the density settings in Unreal - to make everything green and to split large faces into smaller pieces.face_melter
Alright ladies. Today marks a significant step in face_melter's adventures in the fabulous world of VR Fuckery. Before the Christmas holidays I gave my evil assistant at work the task of creating a VR workflow which allowed us to take our usual export from Archicad into 3DS Max / C4D and then into Unreal for that sexy Vive hotness. Given the state of some of our models, I thought it would prove to be a battle worthy of Hercules - but no, the mad Spanish bastard went and fucking owned it. Took the model and set everything up wonderfully, way beyond what I was expecting - I was thoroughly impressed.
To cut a long story short, thanks to a sit-down with my minion covering the basics I have spent the past few days learning the initial stages on Unreal - taking a model from C4D and importing it into Unreal. Spanish Fly uses 3DS Max so has a few scripts and plugins to assist him in making the correct UV maps and materials - things that don't exist for C4D so I have had to figure out ways around it. Today I sat down with one of my models and pieced it together in UE4 to get it up and running with my Vive. And after a few teething problems, fuck me silly if it doesn't work like a champ! Some remodelling is required to sort out some UV and lightmap problems, but as a first test i'm incredibly happy. Taking what is ostensibly a static 3D model and being able to stand *inside* it was fucking amazing. A small moment which completely justified the purchase. I made a Lidl video of how it looks. Observe:
This is the model I made for Major's apartment, from the Ghost In The Shell film. There are finished versions in the C4D thread I think. Next step is to tidy the model, then move onto materials and lighting. My ultimate goal is to recreate my static images in VR and for the first time in a long, looong, time I genuinely excited about working in 3D. And from using Unreal for only a short time I know it is entirely possible.
- Very interesting. I've always been into still images compared to animation, but this is opening some new possibilites.dyspl
- ^ word of warning, I have found out through my initial steps that C4D is possibly the worst program to use to make assets for Unreal.face_melter
- < is that a pc?shapesalad
Lol at my saying in the first post 'I don't care if it makes me feel queasy after a couple of hours' — when I first set up Cardboard I played for about half an hour and was sick as a pathetic dog for a good two hours afterwards.
Sure, it was a lo-fi hokie experience with probably too tight a headband, so not the best experience, but if that's an unassailable problem for a lot of users, VR won't ever reach mass usage.
I'm hoping it's an assailable problem :)