In VR, all assets are potentially Hero* assets. 3D scanning can generate photorealistic props and environments at a fraction of the time & cost of traditional 3D modelling. We’ll walk through the steps needed to go from an object in your hand (or back yard) to a model in a VR experience. Build an automated turntable rig! Scan a mountain! No 3D modelling experience required.
* Hero is the highest detail level for an asset and is traditionally reserved for the object at the centre of the player’s attention. However, in VR we no long have control over that focus. Players can wander around and examine objects up close. In VR everything needs to be a Hero.
Shachar is a VR enthusiast, tinkerer, maker, photographer and a professional software developer. He’s worked in many fields and disciplines, from ancient mainframes to tiny system-on-chip computers mounted on drones. Shachar has extensive experience with 3D platforms such as Unity3D, OpenGL, DirectX, XNA and SteamVR and has been developing games, interactive displays and gesture driven applications for two decades.
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