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In order to create the road borders we developped a specific algorithm which can read all the data from the mesh.

 

The data are sorted for find which vertices are on the right or the left of the road. Then we find the angle of each bend and sort them from tight bend to normal bend. We also sorted the data in order to find the direction of the bend.

 

The screenshot shows a little tricky mindy problem found on #Unity. When we import an FBX model (from #Maya or #Max) and read the vertices data using C#, it seems the index of the vertices are sorted (on the z axis) only when the UV has not been unfold. If the UV is unfolded, all the data are disorganized.

Bettie Outfit bundle for female avatars in #sinespace includes short skirt, long skirt, top, and underwear. By BlakOpal Designs.

This is a preliminary shot of my first build in Unity3d. It will be a landscape with the shameless display of my company's logo elements- Earth, Fire, Water and eventually, Air. Once the major elements are installed, I will add in the vegetation, sound and particle elements, which have been waiting in the wings...Stay tuned, more to come!

Concept design and 3D modeling by Jon Brouchoud:

www.jonbrouchoud.com

 

HQ build for Gronstedt Group, built with Unity3D and Maya

We have implemented a flocking behaviour for the Birds which the user can see in the second univers.

 

We used the flocking system Boids developped by Craig Reynolds in 1986. We have studied some others implementations like the one from Daniel Schiffman on #Processing or the one from Robert Hodgins on #Cinder, then we try to create our own version using C#.

 

We also add others behaviors like a focus behavior and obstacle avoidance. Each agent can only focus on a limited number of neighbors. If the agent had reach its max of neighbors he ignores others agents which could enter in its field of view.

Wandering around the lemon grove in the courtyard region.

Interactive virtual sculpture.

Here you start with a ball.

 

You control it from the inside to twist and shape it into strange objects.

 

michelpoisson.net/unity/BallWeb.html

 

Skelebots are soldiers of a bad scientist who made them with nanotechnology. They have some various attack abilities. However skelebots are affected by magnetic shots and they are also affected and disappear by a magic Purp knows

Dislocation Complex is an Audioreactive Augmented Reality App & Mixed Reality Installation initiated and inspired by Fuckhead’s Dislocation-album,….released on 15th December 2017 through Noise Appeal Recs in 2017.

 

An audioreactive scenario is summoned, the main topic of the album was translated to alienesque avatars (agents 666, 667 & 444) who seem to be busy with otherworldly issues somewhere in virtual no-man’s-land.

 

Download the free app Dislocation Complex at Google Play (Android) - or Apple App (iOS) - Store, focus your mobile device camera on the LP/CD /Digital Download/Poster or T-Shirt-Cover-Artwork of Dislocation (or download the trigger images here) to bring the scene to life.

 

The instrumental audio track Bad Luck is taken from the Dislocation CD/Digital Download-Release, afterwards the mobile device camera microphone stays active and receives audioreactive signals (latency depends on your mobile device).

 

CREDITS:

 

Bad Luck written by Fuckhead (Didi Bruckmayr, Michael Strohmann, Didi Kern, Alex Joechtl), taken from Dislocation CD/Digital Download - Release, Noise Appeal Records - 2017. Mixed and mastered at Audiobomber’s Castle Mastering.

 

LP/CD/Digital Download/Poster-Cover Artwork & A.R. App programming by Bobby Rajesh Malhotra

 

LP/CD-Cover Design by Dominik Uhl

 

Audioreactive Code-parts based upon Keijiro Takahashi’s Open Source Repository, Open Source License.

 

A.R.-App programmed with Unity3D & Vuforia - Non Commercial Licenses.

 

App-Store Releases

 

iOS: released through Tina Muliar Developer/Seller Account

Android: released through Ragdoll Twins Developer/Seller Account

 

All material used with permission, all rights reserved.

 

COLLECTED PROJECT INFORMATION: dislocationcomplex.tumblr.com

Concept design and 3D modeling by Jon Brouchoud:

www.jonbrouchoud.com

 

HQ build for Gronstedt Group, built with Unity3D and Maya

Medical simulation hospital / clinic scenario, serious game application.

 

Concept design, custom 3D modeling and prefab integration by Jon Brouchoud:

www.jonbrouchoud.com

 

Integrating road between Palam Vihar and Saket Market into World Composer extracted terrain with correct height maps. Night time. bobbyrajeshmalhotra.tumblr.com/post/128770289377/bhenchod

Cristiano mostrando game desenvolvido com Unity3D

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