[V.SPACE.R] Bialystok University of Technology

part 2

The model of the building started to get its colors. We made **textures **and materials that were as realistic as possible.

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By taking a very slow walk around the building, we looked at certain details that were not visible to us before. These little thigs helped us create the realism that this game has.

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Slowly but surely came the next elements – trees, bushes, lamps, benches. We tried to model them out as close to the reals ones as possible, so each and every new detail increased the realism of our project. We learned how to model faster and more efficiently, which improved our workflow.

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In-game menu

The obvious part of the project was to create a menu to play the game. The first solution was a 2d menu with links and simple buttons. This turned out to be a major problem, as the evil Oculus crumpled up our plans for world domination, and proved to us that 2d menus didn’t look good in VR. The menu look awful in stereoscopic view of the oculus rift. The buttons were off-screen, the menu background was distorted, and it was nearly impossible to maneuver through it. But hey! We were not going to give up, were we!

And so… we made a 3D menu – one where the player is placed in an abstract area with levitating menu buttons for interactions. This was a bullseye for us, because Oculus even multiplied the effect of the eerie menu area. Since we had no idea on how to code “clickable items”, we hid the gun and projectile and allowed the user to shoot invisible yet active projectiles that would start events placed in the screen’s blueprints.

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