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Ghostcatchers VR

This VR mobile multiplayer project created for Dive2VR company and using in game centers area in Russia. It's look like movie about ghostbusters, but not. In first I create cross road location model like in old NewYork. I write my simply start shader for use texture and lightmap.
After that, I sculpt ghost and Boss creatures, retop them and bake to texture nasks. I was write advansed shader for creatures with colorise, texture sliding, many masks for effect fx look. Ghost animated by ACS2 plug for Modo. I add some extensions ACS rig for that. Boss animated with FBIK Modo system and posing tool. Player charakter added from some soldier store model. I remove some elements and add another. Add plasma gun look props, gas mask and skined to skeletion. For player character I was write another shader with blended matcaps and reflection map from vertex masks.
This project reusing for next one caled "Mafia". I use crossroad location and extend texture and shading staff. Add new personages, weap

This is poster for Ghostcatchers VR project. High resolution imfge rendered by myself and retouched by my wife.

This is poster for Ghostcatchers VR project. High resolution imfge rendered by myself and retouched by my wife.

"Ghost catchers" by DVR Smart Tracking

Sculpted in separately parts ghost is ready for retop and baking.

Sculpted in separately parts ghost is ready for retop and baking.

The shading is not so trivial as you wish. Randomisation script use moust of shader inputs and blend shapes (endomorph) targets for change shapes of ghosts. I realy like write advanced and complexly shaders for all of projects thery I worked on.

The shading is not so trivial as you wish. Randomisation script use moust of shader inputs and blend shapes (endomorph) targets for change shapes of ghosts. I realy like write advanced and complexly shaders for all of projects thery I worked on.

It's dynamically shading and image is not show how it's look in VR game. In this screen I just fix test stage of work for my client.

It's dynamically shading and image is not show how it's look in VR game. In this screen I just fix test stage of work for my client.

ACS2 is great toolset by Lukasz Pazera. I like to use it for humanoid animation.

ACS2 is great toolset by Lukasz Pazera. I like to use it for humanoid animation.

I like bake textures from hi to low res geometry in Modo. It's simple and useful. I sculpt mouse of my noodles separately, reduce triangles and import to Modo, there I retop, unwrap and bake models fast.

I like bake textures from hi to low res geometry in Modo. It's simple and useful. I sculpt mouse of my noodles separately, reduce triangles and import to Modo, there I retop, unwrap and bake models fast.

Same way for shading boss creature as ghost, but size match biger.

Same way for shading boss creature as ghost, but size match biger.

Non human creature morphology is forces to use specific tools for animation.

Non human creature morphology is forces to use specific tools for animation.

I use Modo for most stages of CG game ready content creation. Animation stage inclusive. For now, Modo is powerful and time saving toolset for game developers.

I use Modo for most stages of CG game ready content creation. Animation stage inclusive. For now, Modo is powerful and time saving toolset for game developers.

Plasma gun for player is important props for this game staff. Many elements of game content is not nead normal mapping, or can get fake NM texture created from diffuse texture. For VR it's not good way. Detalization of noise, geometry structure is more im

Plasma gun for player is important props for this game staff. Many elements of game content is not nead normal mapping, or can get fake NM texture created from diffuse texture. For VR it's not good way. Detalization of noise, geometry structure is more im

Reuse and recycle geometry and textures is need for time saving. I don't like reuse models from stocks and stores, but it's demand by clients. From typical soldier pilot to post apocalyptic ghostcatcher.

Reuse and recycle geometry and textures is need for time saving. I don't like reuse models from stocks and stores, but it's demand by clients. From typical soldier pilot to post apocalyptic ghostcatcher.

For some reasons I use for sculpting process not only ZBrush, but Blender too.

For some reasons I use for sculpting process not only ZBrush, but Blender too.

Same environment and other characters in next project. Client give me some ready character model civil citizen and I must rebuild this in mafia and police models.

Same environment and other characters in next project. Client give me some ready character model civil citizen and I must rebuild this in mafia and police models.

In this case I bake lightmaps in Modo from lumigons. 4k light texture is separated for parts near, far, broken building, ground. One map for all scene in secondary UV.

In this case I bake lightmaps in Modo from lumigons. 4k light texture is separated for parts near, far, broken building, ground. One map for all scene in secondary UV.

I use primary UV for only one diffuse texture in all scene.

I use primary UV for only one diffuse texture in all scene.

Thery is only 32k triangles for all location, one model, one diffuse texture, one lightmap, one material and great speed performance on mobile devices.

Thery is only 32k triangles for all location, one model, one diffuse texture, one lightmap, one material and great speed performance on mobile devices.

For destroyable building I use bullet and bake in 4 endomorphs final result. This trick allowed to optimize, and refuse from physics calculations many separated pieces. Refuse from bake predestroy animations too.

For destroyable building I use bullet and bake in 4 endomorphs final result. This trick allowed to optimize, and refuse from physics calculations many separated pieces. Refuse from bake predestroy animations too.

For Mafia project I just extend crossroad place, and use multimask shader for ground. I separate road markup in another level of geometry. This trick I use for extra detailesed surface from player's point of view.

For Mafia project I just extend crossroad place, and use multimask shader for ground. I separate road markup in another level of geometry. This trick I use for extra detailesed surface from player's point of view.

My colleague, modeller, add new proposes in another geometry layer, for filling area with functional structure.

My colleague, modeller, add new proposes in another geometry layer, for filling area with functional structure.

In this case I bake lightmaps in Unity from many point lights.

In this case I bake lightmaps in Unity from many point lights.

You can try this game in ENGAGE2VR game centers.

You can try this game in ENGAGE2VR game centers.

Ghostcatchers VR multiplayer

Ghostcatchers VR multiplayer (skip to 3s)

Polygon VS Mafia