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Air disaster VR

In the end of 2017 year, I start work on concept of VR projec for mobile. It's part of litle expiriences for mobile VR game. Started from idea of psycology paradigm aerophobya I concepted large part of cases, but only one of base is realised as part suxess app. Well, I use Modo and Unity with gear vr. 3 month of work. Only me and my noutbook. All of my skills is pushed for that. Rig and animation, scipting and shader writing, modeling and painting. Around hundred of bilds, lot of testing, tens optimisation iterations neaded for that all. It's still my favorit experement on mobile vr.

Even particles will be in 3d format, cause in VR all will be in 3d stereo.

Even particles will be in 3d format, cause in VR all will be in 3d stereo.

I use ACS2 autorig by Lukash Pazera and easely skin lot of charakters parts on biped rig. Create poses and wariants of animation loops for all passengers.

I use ACS2 autorig by Lukash Pazera and easely skin lot of charakters parts on biped rig. Create poses and wariants of animation loops for all passengers.

I spleat character in hands, top and bottom body, head parts. All of them skined on one master skeleton. Each animation of idle, warning or panic behave is got four variants. Animations baked from rig to skeleton and exported as fbx with library of clips.

I spleat character in hands, top and bottom body, head parts. All of them skined on one master skeleton. Each animation of idle, warning or panic behave is got four variants. Animations baked from rig to skeleton and exported as fbx with library of clips.

I create lods for all meshes. And merge some of character variants in 3 xtatic figures in one mesh.

I create lods for all meshes. And merge some of character variants in 3 xtatic figures in one mesh.

It's only vertex color for all models in this project. No UV maping and no one texture compleatly.

It's only vertex color for all models in this project. No UV maping and no one texture compleatly.

I nead only one segment model for salon of airbus. It's easely to create with parts. This segment have 4 variants of baking phusical simulation for predestroy.

I nead only one segment model for salon of airbus. It's easely to create with parts. This segment have 4 variants of baking phusical simulation for predestroy.

I create some lods for chears. One variant of using oxigen masks with animation.

I create some lods for chears. One variant of using oxigen masks with animation.

Frontal and tail parts, wings, got predestroy variants of animations. It's core idea to crash fly part to part for saspens effect.

Frontal and tail parts, wings, got predestroy variants of animations. It's core idea to crash fly part to part for saspens effect.

I stady lot of references of airbus blueprints and imeges and create 3d referens space for comfortly modeling in natural size.

I stady lot of references of airbus blueprints and imeges and create 3d referens space for comfortly modeling in natural size.

In this project I use only vertex color and I can easely to repaint tons of object proceduraly and randomly with gradients.

In this project I use only vertex color and I can easely to repaint tons of object proceduraly and randomly with gradients.

For characters I write control animations with randomly set anim curves and blend trees.

For characters I write control animations with randomly set anim curves and blend trees.

In start of timing all of them just siting in poses and do nothing.

In start of timing all of them just siting in poses and do nothing.

Segments of interior instanced in line on hierarchy group and controled by scripts and animation events.

Segments of interior instanced in line on hierarchy group and controled by scripts and animation events.

VR player no have any interactivity in this case and only can watch. Body from base chracter have same animations, but head removed and VR rig got some physical simulations for tremour and collides.

VR player no have any interactivity in this case and only can watch. Body from base chracter have same animations, but head removed and VR rig got some physical simulations for tremour and collides.

It's ok sir.

It's ok sir.

Strange turbulance. Somthing's wrong. It's warning animation time.

Strange turbulance. Somthing's wrong. It's warning animation time.

Pasengers around player is detalised, compleatly and complexly animated, got ragdolls, ready for collide then crush hapend.

Pasengers around player is detalised, compleatly and complexly animated, got ragdolls, ready for collide then crush hapend.

Light strobed and situation start be creapy. It's panic time.

Light strobed and situation start be creapy. It's panic time.

Disastear is started and frontal part of fly start slow destroying. First wictim is stuardess near with player.

Disastear is started and frontal part of fly start slow destroying. First wictim is stuardess near with player.

At this moment switched on outside parts of fuselage, environement models, sky and clouds, start 3d particles.

At this moment switched on outside parts of fuselage, environement models, sky and clouds, start 3d particles.

Some far passengers stil parented to chairs and droped out with parts of fly.

Some far passengers stil parented to chairs and droped out with parts of fly.

Part by part, airbus is crashed and drop peoples out.

Part by part, airbus is crashed and drop peoples out.

Its time to reparent pasengers from chairs and impulsed them out as dolls. One by one.

Its time to reparent pasengers from chairs and impulsed them out as dolls. One by one.

I dont use timeline tool as cinemachine in this project and only events system with scripting. Old school metods for old unity 5.

I dont use timeline tool as cinemachine in this project and only events system with scripting. Old school metods for old unity 5.

From outside plane is switched to visible wings and over parts of exteriour, cause it's time to drop player out with over passengers. You can fall and watch wats happent with plane from outside.

From outside plane is switched to visible wings and over parts of exteriour, cause it's time to drop player out with over passengers. You can fall and watch wats happent with plane from outside.

Clouds and sky is only geometry and colored with vertex color gradients as all over.

Clouds and sky is only geometry and colored with vertex color gradients as all over.

Ouch! It's must be heart!

Ouch! It's must be heart!

The world is flat of course! :)
Big geometry model with procedural shader colorisation and vertex light sun gradient. Textures for lusers! :)

The world is flat of course! :)
Big geometry model with procedural shader colorisation and vertex light sun gradient. Textures for lusers! :)

Colorisation of vertexes is separatly by channels and will be colored by shader with gradients proceduraly. A am not normal artist but tech artist. Remember that.

Colorisation of vertexes is separatly by channels and will be colored by shader with gradients proceduraly. A am not normal artist but tech artist. Remember that.

It's big part of suburban fields around airport traced from map to polygons mesh.

It's big part of suburban fields around airport traced from map to polygons mesh.