Neil Cummings's profile

Real & Virtual Worlds—Weeks of Development #5—#9

Real & Virtual Worlds—Weeks of Development #5—#9
Real & Virtual Worlds—Weeks of Development #5—#9
After the last feedback analysis, it was strongly recommended to use this space as a project creation log, Arctic Rush VR.
So far the journey...
Currently, I used the VR template aspects of interactive object and locomotion controller movement blueprints for Unreal Engine 4. By swapping the mesh for the simple pick-up cube with a simple penguin model for testing purposes, I was able to find a fast method for pick-up and drop using Oculus Controller triggers. Below is a video example showing the mechanic:
(Apologies, it's slightly out of focus, I'm not sure why, but that's how the VR preview looks on the screen and doesn't reflect the experience in the headset)
Once this was in place, I was able to introduce a simple score system by setting up a circle for the safe zone. Overall, this included creating a custom event to generate the penguin score in a generated gamemode blueprint and inserting a check so that "victory" would be printed on screen until it reaches a fixed value. This will be changed later as it was just a placeholder to change the scene to next stage.
The "secure zone" blueprint effectively uses the overlap feature to check whether the components of the two actors overlap and, if one of the actors is the penguin, add 1 to the score. However, for some reason this only triggers when set to the branch that needs further investigation as it may be a possible game breaking bug if it fires with items that aren't the penguin. I also first considered using a penguin tag, but the overlap event feature did not seem to respond well to using that input system, so I chose a direct actor reference.
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VR Sculpture
Besides my engine job, I also tried VR sculpting using Oculus Quest and Adobe Medium. I was surprised how intuitive the controls and the UI made me feel comfortable creating content very quickly. Below is a short video of my first production experience and image:
VR Sculpture Result
Creating Penguins
To create the penguin, I started by modelling a base mesh in Maya and exported to ZBrush to sculpt the finer details and create a more organic form as shown in the image below:
I plan to retopologize from there using Maya's tools as despite using ZBrush Decimation Master, the mesh is still too dense to use in Unreal Engine. Therefore, I believe quad drawing over the mesh would be the best way to maintain the shape and directly control the polygon number. The idea is to get the polygon limit as low as possible to match a high frame rate in the virtual reality constraints and also allow the possibility to create and run the application directly on Quest 2.
Real & Virtual Worlds—Weeks of Development #5—#9
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Real & Virtual Worlds—Weeks of Development #5—#9

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