GMU:Immersive Essays/Kristin Jakubek: Difference between revisions

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== '''3D shapes and adapted models'''  ==
== '''3D shapes and adapted models'''  ==
 
[[File:treatment room .png]]
[[File:door.png]]
[[File:monitor.png]]


One primary aim for the project was to create a visual style that feels artistic and personal. I wanted to get away from a general ‚computer game style‘ as  the ‚default‘ look of downloadable models (from Sketchfab) that seen inside Unity felt like they had nothing to do with me. To achieve a step in the right direction I modified  textures, created shapes inside Cinema4D and re-composed models before placing them inside the Unity Editor. The look inside C4D vs. Unity is visibly different and signifies that I still have much to learn in terms of shaders and controlling light in a scene.  
One primary aim for the project was to create a visual style that feels artistic and personal. I wanted to get away from a general ‚computer game style‘ as  the ‚default‘ look of downloadable models (from Sketchfab) that seen inside Unity felt like they had nothing to do with me. To achieve a step in the right direction I modified  textures, created shapes inside Cinema4D and re-composed models before placing them inside the Unity Editor. The look inside C4D vs. Unity is visibly different and signifies that I still have much to learn in terms of shaders and controlling light in a scene.  


Nudibranch are sea slugs, that are small and squishy in extravagant colours and patterns. Originally I wanted to insert one as a kind of ‚spirit guide‘ into the VR experience. Eventually this adapted to creating abstract shapes that float around the viewer in the final scene. The shapes are created inside C4D and had to be reduced to low poly meshes with a backed texture to run correctly inside Unity. I animated  these shapes to float with a script that allows me to modify their coordinates in the inspector window.  
Nudibranch are sea slugs, that are small and squishy in extravagant colours and patterns. Originally I wanted to insert one as a kind of ‚spirit guide‘ into the VR experience. Eventually this adapted to creating abstract shapes that float around the viewer in the final scene. The shapes are created inside C4D and had to be reduced to low poly meshes with a backed texture to run correctly inside Unity. I animated  these shapes to float with a script that allows me to modify their coordinates in the inspector window.
 
 


== '''Scene 2.1''' ==
== '''Scene 2.1''' ==