In line with earlier ideas we shared about creating artwork belongings for VR, we’ve put collectively a number of particular methods for VR artists to get essentially the most out of polygons and UV area.

Tiling textures: Instead of creating one big texture that covers a lot of area, create a smaller tileable texture that can be utilized in additional areas. The instance under makes use of UV area with a tileable texture repeated eight occasions to create excessive decision on this ladder.  Through mirroring and flipping, the person will probably not discover the reused UV areas, however the general look is higher-res.


Use extra polygons: While retaining the poly depend low is necessary, texture and pixel decision is extra beneficial. Plan forward when designing an asset to account for the truth that it’s possible you’ll want so as to add extra polygons or mannequin an asset in a much less polygonally-optimized approach, as a result of doing so will improve decision and lead to a extra detailed and general optimized asset. On the left is a 13ok poly mannequin which was supposed to be 6” tall in VR.  When the person approached the mannequin, it grew to become pixelated and didn’t look good. Instead of utilizing massive sheets of UV area, the mannequin on the precise was constructed with extra cautious polygon placement. It’s a 9k poly with a better decision of textures that holds as much as shut inspection in VR.


Maximize that UV area: Strive for larger decision by making bigger UV areas to attain a better decision per asset.  Because virtually each asset has a singular UV area, the picture on the left makes use of the big inexperienced leaf space for the complete balloon, which seems to be pixelated at shut distances in VR. By making bigger and better decision UV areas and duplicating the geometry as a substitute of counting on distinctive UV sections, the ultimate asset on the precise seems to be sharper when seen up shut.


Use geometry to make one thing distinctive, not textures: One downside with reusing UV area is that issues can look repetitive. To make areas of your asset look extra distinctive, use geometry so as to add a brand new coloration splash or add a number of edge loops to bend or scale a duplicated asset into a special silhouette.


Plan forward when creating belongings, to allow them to be reused and mixed with different belongings: A superb workflow within the tight constraints of VR is to construct the person elements of a last asset after which assemble them. Always be contemplating whether or not or not that subsequent distinctive half is required at the price of an general smaller UV format, thus much less decrease decision per asset.  The whole last asset on the left was constructed with the elements on the precise.


Hopefully, the following tips will probably be helpful as you create and optimize your belongings for VR. What are a few of your favourite ideas and tips? Let’s get a dialog going; use #VRArtTips to share.

This article sources info from The Keyword