Public Release is now available on Steam or via VivePort.
I hope you’ll enjoy this small VR tour. Thanks to supporters and followers for waiting so long.
If you have remarks or if you want to report bugs, you can do it in the comments below.
After inspection, I keep all the justified/realistic requests in my TODO list.
Fix floor colliders
(Artefacts) Fix Depth of Field
(VR) Change “HTC Vive found” with “OpenVR driver found”
(Props) Add Origami
(Balcony) Finetune rain droplets for VR
(Settings Panel) Add spacebar as default jump key
(Props) Remove branded bottles in bathroom
(VR) Add walk mode > use right side of touch pad (see howto)
(Props) Fix object scales in kitchen
(Props) Fix lathes on balcony window
(Sounds) Fix ambient sound radius in kitchen
(Known bug) Lightmap artefacts (wall near the piano, balcony ceiling)
(VR) Fix white glare in left eye
(VR) Fix non responding controllers when SteamVR home button is pressed
First public release
Working with this kind of materials sounds cool but making VR experiences based movie franchises can be quite embarrassing. Copyright agreements are not an easy subject. I spent a lot of time to discuss with guys at Warner Bros. (Los Angeles). They were very friendly and encouraging.
WB contacted me in February 2017. They asked to test the experience and they did in July 2017. They liked it and they were really interested to use it as promotional content for the new movie but they finally decided to not follow me on this project unfortunately. Here is their final statement:
“… After closer inspection of the marketing department, WB passed because the market is just not developed enough warrant the creative and marketing efforts that would be needed to support this to the level that would be expected by Warner Bros. and filmmakers alike. …”
Anyway, WB allows me to release it for free and ask for donations to improve it. Thanks to them.
Main Menu is ready now. Here is a small 3 min Japanese Traditional Music to stay in the mood. This menu is the first screen appearing after the user has launched the game executable. if a Vive headset is detected, the game will switch automatically to the VR intro and calibration scene.
Stay tuned! Free Beta Release will be available very soon! And not only for VR users.
I just rendered a few shots in 4K resolution. A bit heavy to load, sorry :/
It seems that Google Chrome is messing HDR JPG quality files badly… You’ll have a better rendering under Firefox or another browser.
Some followers asked me for 360° panoramas of the scene. Unfortunately, I cannot get the Ambient Occlusion post processing effect running on these shots and the light is not exactly as accurate as the Unity build for HTC Vive.
At last I can show you some progress on the VR implementation of the scene. I’m now working on interactions with objects like glasses, bottles, gun, … Rachael still needs to be finetuned (textures, animations) but she already offers some presence in the apartment. I added a small script on the “look behavior” so she can focus on you when you stick around her. Sometimes it’s possible to see the little red glares in her eyes 😉
Thanks again to HTC, especially Alvin Graylin, for their help. The Vive headset is the perfect tool for this experience!
Thanks to Denis Tassin for his help on the piano algorithm (one sound per octave seems to be good enough indeed).
Sorry for this 720p capture. My current rig cannot handle VR smoothly when recording it in full HD in the same time.
As promised to the followers, here are several screenshots about improvements on bathroom assets. I also started the implementation of Rachael character inside the apartment. She’s now wandering through the rooms and looking at you when you get closer. I’m planning to build a more elaborated Animator Controller for her (playing piano, drinking vodka in the kitchen, …). Also the modeling/texturing has to be finetuned (too cartoonish for now).
Special thanks to my friends Cedric Delcourt for his help on asset modeling (especially the towels) and Thomas Marcotte for Rachael character.
Here is the latest lighting setup made with Unity 5.4. This time it seems to be right: Dark but not too dark, hazy and foggy with subtile HDR settings. I also changed a lot of light sources and I used Global Illumination with emissive materials as much as possible to get a better mood. Many items are now detailed, almost all of them. At this point, I would like to do a last enhancement session on modeling of the city part. Otherwise there are still props to improve and I must add more “mess” at some places but here are a bunch of new shots:
While I was working on lighting and other props optimisation, my friend Cedric Delcourt, made a wonderful mod about this mythic gun. Thanks to him for this amazing non-student job.
Some detailed props I recently enhanced (mods and textures).
I finally got some time to work on HDR rendering seriously and here are some results. Quite hazy but it should be to stick with the movie atmosphere.
For now, all the lighting is Baked GI (Unity 5.4.0) plus a few area lights. I’m waiting for updates (I encountered several bugs with directional specular lightmaps) to implement Real-time GI and be able to dynamically light on/off some place here… with beauty.