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Tag: Oculus

Cat 793D

Hey there!

Another model was done.. this time is a huge truck from Catterpilar called CAT793D.

Iray03  Maps

This model was done for being used inside unreal, so I’ve had to do some minors adjusts in design and remove some things that was not important.
I’m guess that the size is a little big than the real one, but it’s easy to adjust inside Unreal.

InsideUnreal01  InsideUnreal04

You can see it em VR if you have a Google Cardbord at Sketchfab.

VR Locomotion Test

Two nights ago, I’ve started to develop some locomotion test for the simulator that we are developing at Urizen.

This idea takes one button to be pressed that enter in “locomotion mode”, with the head you point at the location and then you are smoothly  teleported there.
This not  only reduce simulation sickness but also removes the movement of the joystick, because our player target almost never is a gamer.

Image_02

When you look at a place, the system will take in account the width and the height of the player to allow the movement.

   TeleportOK    TeleportNOT

I’m will expand this with a ribbon that show the trajectory from the player to the point to make it better to see.

Still running good in Unreal, but I’m don’t have tested at Oculus yet. Maybe I do not need to make any optimizations. 🙂

Here’s a video showing the actual stage of the system.

Another week has passed…

Hey there! Another week has passed and I’m still not touch the game and that’s because I’m have so much fun working with Substance Painter and UE4. \o/
After make some modelling, I’ve used SP to paint the materials. The program is so much easy and fun to use that bring fun to the job.
SP   Image_03

That being made, it’s time to import and see what’s happening within Unreal 4. I’ had to admit that the material inside UE4 is a little different that in SP, but the result is still greatly amazing.
With a few little adjusts, the material behaves as desired. Of course there’s almost no work with the environment lights and Post Process, but I’m sure that will be good in Oculus Rift.
Lightmass is slightly modified in the .ini file, but all other configs are default.

This is inside Unreal 4 with a few cables at the top of the poles.

Image_04   Image_05   Image_06

I’ve also had made a spline that duplicate a instance mesh of a chain in order to make the chains more flexible and easy to adjust inside Unreal. Unfortunately there is no physics build in splines, maybe another time I’ll make something to simulate that.

Image_07   Image_08

See ya!

 

Oculus Rift

This came out today for a Urizen Technologies  job… maybe I’ll be away from Dev Blog for some days eheheheh

OculusRift

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