Skip to main content

Sprint 1 - Research on 3D assets and Environment

It has been established that this VR experience will take place in two different locations by two different users. The warehouse location in for resource gathering, and another location for building. As the primary 3D artist on the team, I've done research on what kind of furniture to use for the context of the experience. I took into account the difficulty of the building process as well as the theme they impose. As a result, it's been decided that a Living Room is the ideal location for a building environment.

I believe that as the experience is more visceral and genuine if the actions you perform match the environments you are in. As such, building simple furniture such as chairs, tables, or shelves make more sense if they are done within the environment they end up inhabiting. Below are a few reference images that I reviewed.

     

    

There's a mix of clean, fancy rooms, and messy ones that I looked at for diversity. From my research, the fancier rooms are what interior designers consider proper living rooms while the messier ones are what real people have in their living rooms. Upon investigating them, I found recurring pieces of furniture that can be found in them. These include Sofas, Chairs, Coffee Tables, Lamps, and a Cabinet.

Following these elements, I looked to IKEA for 3D models of the furniture in their catalogues as well as instructional manuals to how to put them together. Polatis is a website that has a wide library of 3D models from IKEA  where I can freely download OBJ files. As for the instructional manuals, the IKEA website has them available for free to download, which is convenient and helpful.

Furniture that I think will be simple to implement into the scope of our project are as follow:

  1. HEMNES Coffee Table: Model Assembly
  2. INGOLF Chair: Model Assembly
  3. HEMNES Bookshelf: Model Assembly

Comments

Popular posts from this blog

[WEEK 6] Back from Reading Week

We got back from Reading Week and reviewed what each of us accomplished. Expected deliverables for this week include: moodboards for the Living Room and the Warehouse, basic recolouring for the Living Room, a completed final Warehouse environment, and a working spawning objects prototype.

Sprint 4 - Alpha Presentation and Furniture

This week, the team presented our proposal for our project as well as demonstrated the alpha build. In its current state, the living room and warehouse environments are at their most primitive states and will be developed further over time. In future plans, I will have to redesign the living room to allocate more space to the user. It's currently too small and claustrophobic, which makes it difficult for a VR user to have enough building space. I spent the days prior to the presentation polishing the design comps then producing OBJ files of the environments to insert into A-Frame. I did this by going back and forth between a-frame and Maya and resizing the scene until it was the ideal size. This way, Mitchell is able to simply drag and drop the obj into the project without having to tweak the transformations (~5hrs). Table Model with UVs Chair Model with UVs Shelf Model with UVs After the presentations, I began working on modelling the 3 pieces of furniture that pl...

Polishing Snapping and Spawning Objects

Finishing the alpha prototype made up the majority of the work completed this week (~20 hours), but even after the alpha presentation there was still some more work and polishing to do with snapping components together (~4 hours), and then work began on dynamically spawning modular furniture (~2 hours) pieces and that will be the focus of this coming week. Creating the snapping functionality we desired for our alpha prototype proved to be quite the challenge, and this was not because of the logic or technical requirements behind snapping objects, but rather due to some limitations of the A-Frame Physics System library.  Before going into these limitations I will go over the two approaches taken to try and create this functionality.   The original approach was to take the smaller piece that was attached parent it to the larger object, and then apply translations to the piece to line it up correctly.  However, in practice sometimes the transformations would not appl...