When you take a stab at designing the coolest bike ever, you'd better create a cool pad for it! Initially designed to explore the possibilities of real-time cinematics and next-gen production workflow this project as grown to a mini VR Experience exploring its application in product prototyping and spatial visualization. Please, do press the red button!
Available for the HTC Vive and Oculus Touch headsets. Developed in Unreal Engine 4.
// Screen Shots
// Real Time Cinematics
.01 Modeling the props and digital set - High Poly sculpt to low poly game ready assets
.02 Reference material and shape blocking in Maya using Bi-Rail surface generation tool
.03 Zbrush Magic – Retopology. Zmodeler. Custom array mesh.
.04 Dynamesh. Clip Brush. Clay Buildup. Trim Dynamic and insert mesh for stitches and straps
.05 Low poly and high poly preparation for texture baking. UV and Material ID in Maya. Texture creation in Substance Painter.
.06 PBR Material with RGB color map in linear space, RGB Map with Metallic (B) ,Roughness (G), Ambient Occlusion (R) and Normal Map
.07 Cloth modeling using Marvelous Designer
.08 Draw pattern and drape in T-pose. Simulate and pose.
.09 Creating the den
.10 Establish space based on realistic architectural constraints. Block out bearing wall and column layout.
.11 Establish lighting and further refine set location
.12 Select key props to further enhance the mood
.13 Building the coolest bike ever
.14 Research and inspiration. Ferrari 156 F1 Dino, Tron Concept sketch
.15 Gathered Engineering CAD Data of engine, wheel and bike frame. (Source: www.grabcad.com)
.16 Mixing reality and fiction
.17 Adding the soft touches
.20 Wireframe of scene showing light location, geometry and camera placement
.21 Editing the real-time cinematics.
// In Game VR Footage