Tasked with building the second version of a historical environment, myself and the Creative Director collaborated in getting the scene to it's current state. My role included of the following:
- Create assets from historical reference using blender, Zbrush, and substance painter
- Develop low-poly performant foliage for VR that matches reference in Alaska
- Set up or fix existing prefabs to have LOD's if necessary
- Tweak terrain to match the Copper River area of Alaska
- Paint terrain layers with custom created materials and found assets from Substance Painter and Quixel Mixer
- Using created assets and downloaded assets, place foliage, props, and buildings in accordance with our historical knowledge of the Eyak peoples and their living arrangements
- Customize our lighting and post processing setup to work well on headset without causing user discomfort
As a whole, the project required a lot of problem solving to get our desired outcomes. Since it was made for standalone VR on a Quest 2 headset, it could not be too high poly and tools were constrained. My role in solving the various issues were as follows:
- Develop accessible documentation showcasing a step by step of how to find and use installed tools. Specifically for implementing our characters and rigs.
- Create documentation for using the Character Creation 4 and Rokoko Mocap software together and in alignment with our final goals in Unity
- Fix various animation errors in Unity related to bone alignment
- Investigate issues with blend shapes between programs
- Develop a full pipeline for bringing in baked cloth animation from CC4 and marvelous designer to blender, and finally to Unity.