Contemporary Apartment creation w/ Blender: Porting to SteamVR

แชร์
ฝัง
  • เผยแพร่เมื่อ 6 มี.ค. 2020
  • Rediscovering the purpose of my TH-cam channel after many months without uploading, this video serves as a breakdown of my experience with creating a realistic contemporary apartment render, before porting it over to Source 2 for SteamVR Home.
    SteamVR Contemporary Apartment environment link:
    steamcommunity.com/sharedfile...
    SteamVR vertex lighting information/image credit:
    steamcommunity.com/sharedfile...
    Note: This video shouldn't be used as a guide for content creation in Source 2 as there may be inaccurate information.
  • ภาพยนตร์และแอนิเมชัน

ความคิดเห็น • 23

  • @LoneDeveloper
    @LoneDeveloper  3 ปีที่แล้ว +2

    This model is now available on Sketchfab: skfb.ly/6VQzN

  • @Blaankket
    @Blaankket 4 ปีที่แล้ว +9

    I've actually used this room in SteamVR Home before, how funny. I'm currently looking into recreating my room in a 1:1 scale as a hangout space in VR, first I need to learn how to use Blender. lol

    • @LoneDeveloper
      @LoneDeveloper  4 ปีที่แล้ว +4

      That's something I've been intending to do a video on as well. Good luck!

  • @Rectus_
    @Rectus_ 4 ปีที่แล้ว +7

    Awesome work!
    Valve actually added lightmapping to SteamVR Home recently. It is accessible from the Custom Settings in the build dialog, and is unfortunately not viewable in Hammer.

  • @vinylvannah
    @vinylvannah ปีที่แล้ว

    Man I LOVE that area in spaceship earth. Didn’t expect to hear it was your inspiration

  • @UNSCPILOT
    @UNSCPILOT 2 ปีที่แล้ว +2

    Is it possible to have an animated or moving skyboxes?
    I've has the idea burning in my brain to make a rotating torus space station or O'Neil Cylinder home for a while now, probably from watching too much SFIA on TH-cam, and while I have the general idea for what to model out I don't have the game dev skills to know what's available to me

    • @LoneDeveloper
      @LoneDeveloper  2 ปีที่แล้ว

      Sounds like a cool idea, though animated skyboxes are kind of a tricky concept and there are a number of different approaches. I've also been working with space-centric game development and have created an animated space skybox before in Unity (though I ended up scrapping it). I did this by writing a shader that just offsets UV coordinates/color over time. Note that you only have to animate whatever is actually moving in the skybox too - in my case, a nearby star is not part of the skybox but rather a separate sphere with an animated shader.
      I'm not quite sure this would be possible in the SteamVR Home toolset from this video because I don't think they allow you to write your own shaders.

  • @dannysplashh
    @dannysplashh 4 ปีที่แล้ว +1

    My man came a long way from funny quackers

  • @ToastAndDonut
    @ToastAndDonut 4 ปีที่แล้ว

    amazing

  • @tyche8800
    @tyche8800 3 ปีที่แล้ว +1

    I've been thinking of making a room to port in vr but I have way too many tris, it would be so laggy if I did it. that thing you did where you baked the fabric and other details into the uv maps was smart. do you have or know of any tutorials for that.

    • @LoneDeveloper
      @LoneDeveloper  3 ปีที่แล้ว +1

      Unfortunately I haven't created any detailed tutorials on the topic but this might send you in the right direction: www.katsbits.com/codex/bake-normal-maps/

  • @ChickenSkit
    @ChickenSkit 3 ปีที่แล้ว

    cant you apply location to all your objects then when importing to the source egnine you can position all of the objects to 0 z 0 y 0x and you wont have to manually place them ?

    • @LoneDeveloper
      @LoneDeveloper  3 ปีที่แล้ว

      Yes good point, I didn't want to bake the location into the majority of objects so that they could be reused as assets on other projects. Having an object origin outside of the actual mesh wouldn't have helped the numerous physically active objects either, assuming Source uses the object origin as a center of mass.

  • @dustinjordan9054
    @dustinjordan9054 4 ปีที่แล้ว

    How did you get the materials to load in SteamVR? My colorless, textureless world is sad :(

    • @LoneDeveloper
      @LoneDeveloper  4 ปีที่แล้ว +1

      I used Source 2's built-in material editor, creating materials is easy: developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Materials/Material_Editor

  • @FyEtc
    @FyEtc 3 ปีที่แล้ว

    I still don't get how to add sound

    • @LoneDeveloper
      @LoneDeveloper  3 ปีที่แล้ว

      This should help:
      developer.valvesoftware.com/wiki/SteamVR/Environments/Adding_Sound

  • @zacharynevin5083
    @zacharynevin5083 3 ปีที่แล้ว

    Where’s downtown toontown fam :(

  • @KittyNineGunsGaming
    @KittyNineGunsGaming 3 ปีที่แล้ว

    i was wondering if you have an Instagram?

  • @MrNostalgia
    @MrNostalgia 4 ปีที่แล้ว +1

    First