I am working with a small team of 4 in developing a steampunk style VR game in which the goal is to locate and document mythological creatures. Currently, I have created a bathysphere in which there are functional buttons, switches, dials, and radars. I created material shaders which are easy for the programmers to use and implement.
I'm learning how textures and materials function in VR and what workflow changes there are to accommodate for the higher performance requirements. Things like using trimsheets and animated dial materials as opposed to actual geometry are a few things I learned to implement which work well.
I'm learning how textures and materials function in VR and what workflow changes there are to accommodate for the higher performance requirements. Things like using trimsheets and animated dial materials as opposed to actual geometry are a few things I learned to implement which work well.
BooksThis material shifts the UVs of the front, back, and side covers based a single variable which dictates which book cover it is. Also appropriately chooses the color of the back using the back cover texture. All done using the one trim sheet texture (1024x1024) and 1 mask texture (512x512).
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