Saturday, 24 February 2018

Developing a Diprotodon for HoloLens–Dippy is Born

I recently introduced at Ignite Australia on . For that talk and for fun that I wanted to create something from scratch as opposed to use assets somebody else produced. Now I’ve got 0 graphical ability but my brother Adrian did capture those genes rather.

My brief was that I wanted a model I would utilize in HoloLens. Something a little different to the cat, dog, ballerina etc which you view all the time. Can be nice to have an Australian subject to it incase I Need to show this abroad there is an element of Aussie relating to this

He suggested a (basically a giant ancient wombat) that is the largest known marsupial ever to have lived.

Phase 1 — The Model.

First he built the model and exported it as an fbx with an adequate poly count. I select a point in space to place it import it to my unity project along with ta-da diprotodon model. At this point I thought he looked pretty good and it was time to name (the toughest thing in applications development) so what is more hierarchical than shortening his name — so we travelled with Dippy

Phase 2 — Textured Model.

He looked pretty good and that I shipped through several pics I took from the HoloLens so   then Adrian went off and created a unique version — you can view fur and nose feel here but no colour etc..

Period 3 — Adding some colour

Next we needed to make him seem like a wombat therefore Adrian created the “maps”. 4 files which I had no idea what to do with (cause I’m a dev not a designer).

I moved through a few Diverse shaders and with a few chat assistance we chose the most appropriate was that the Standard (Specular)

And then matched them up into the maps

I had to cheat and look up what a few of these meant to help with the suspect work but here is my overview:

Albedo — map or base colour. Defines the colour of lighting that is diffused. This one I matched up into this dip_diffuse or as I like to call it that the fur map.

Specular — for shininess and highlight colour. I used his design to originally match this one to dip_specular.

Occlusion — as or greyscale I call it the dark and white dippy which matched into dip_ao.

Regular — enables you add some detail like scratches, scrapes etc.. This matched around dip_normal

My shader looked like that.

He seemed cool but there was  a bit of a shimmer. We tried a couple of things like dropping poly count but then I discovered it at the Holograms program on holograms the cat that was simple. So I made it.

Phase 4 — Scanlines

For my demo, I wanted to show 2 unique methods of employing the identical model but with different “definition”. In this situation I needed exactly the maps that were distinct although polycount — 1 with comprehensive fur and another will something simpler so you understood it had been a diprotodon but did not want the comprehensive colour.

This time I used the HoloToolkit Standard Fast Shader and fell the dip_scan_line map on emission albedo and detail.

Phase 5 — Fixing warmth

Presentation done however, me bugged. Took me a lot of goes to capture it above but I think it is highlighted by that one best but you can view it. The Dippy on the left me stands out with the edges.

I use the Unity guys being Ignite and revealed them. I wanted to know if it is something we ought to have done at the design level, the Unity degree or perhaps a signal level. John indicated the settings that were Anti-Aliasing .

Normally all the doco factors to picking “Fastest” / “worst” and nothing else along with anti aliasing will be set to Disabled by default.

We left the easy change to set Anti Aliasing to 4x Multi Sampling. Re-deployed that and wow what

That shimmer is gone!

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