TL;DR:
I refined a 2022 project that engages students in crafting VR environments. Using the geometry of an existing room, a digital twin was created as the foundation for new experiences. For this purpose, a texture atlas template and best practice examples are provided.
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A project from 2022 for engaging students to develop VR environments @FHD/NWDL:
For new students CG software can be overwhelming, epecially the process of creating VR Environments or developing for XR.
For the purpose of quick onboarding I crafted a template:
First I built a digital twin of one of the VR-Lab rooms using a single texture-atlas. So when you put on the VR headset you still see the same room and can touch every object, without the need of pass-trough vision.
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Then I made a template-sheet of it:
By altering the texture-atlas in a 2D image editor students can immerse themselves in their virtual worlds. This gives an immediate understanding by immersion. From there it's a lot more comprehensible to create meshes and shaders.
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Use Cases:
* Manipulating the digital twin:
exmpl: Decayed State
* Changing the materials to another epoch/era:
exmpl: undercroft/crypt/tomb.
* Extending the room to another place:
exmpl: Excavation in desert
* Sketching an Interieur:
exmpl: Concepting in 2D for accurate references before modelling .