2018 - YUTING
Project Summary:
AR / MR app using Hololens and Mobile device to present assembly steps to engineer in industrial production chain.
In charge:
Modeling / Texturing / Animation and Export to Unity.
Details:
Model built from scratch in Modo, UVpacked in RizomUV, Pixaflux normal map Bake, textured in Substance Designer and Painter with PBR materials, integrated in Unity.
3 UV maps done in both Modo and RizomUV. (3 Maps: 4K, 2 K, 1K )
Animation of assembly build up process consist of several steps, that are available via a Timeline and Menu.
Software
#Modo #SubstanceDesigner #Unity
Usage Mock-up Concept
Usage Mock-up Concept
In-App Model Spread up
In-App Model Spread up
MR Mobile App for Smartphone and Hololens
MR Mobile App for Smartphone and Hololens
Modeling Wire
Modeling Wire
UV Map & Texel density
UV Map & Texel density
Interaction Explode Animation
Interaction Explode Animation
Custom Tools created and Tips
Custom Tools created and Tips
SMONSTER KIT - QUICK TAG
It helps fast selection of Tagged Islands of Polygons in a Mesh. It use the Command Region to quickly select a bunch of Separate Parts/Island of Polygons (based on a set of Color Presets using Selection Set tagging) It didn't create Material Tags or Part tags.
What is fine with this is that if you assign a QTag to a set of poly and duplicate those they will keep the Qtag attribution.
SMONSTER KIT - COLOR ID
This New Release brings up new commands for ColorID management for you bakes on both High and LowPoly.
v2.755 - 2022/01/21 QUICK TAG:
ColorID Commands and Menu. Set ColorID (by SelectionSet and Constant item override) - For ColorID Bakes from LowPoly
• That system doesn't mess up the Material attribution and only add modification via Constant item override and Poly SelectionSet
• Those resulting Meshes can be exported as FBX and Retain Color in Diffuse
• ColorID tags are unique Scenewise and MeshWise, so now you can't have one polygon that share more than one ColorID. It prevent layout issue in Shader Tree
Set ColorID (by Material Tags) - For ColorID Bakes from HighPoly
• Usually outside of Modo, like in Substance Painter or Marmoset Toolbag
• Those resulting Meshes can be exported as FBX and Retain Color in Diffuse
You can recall any existing Color ID you create to override existing one, via a Gang Menu of 17 Color ID Presets (from 0 to 16)
You can assign any existing Color ID by a User input value in a Pop window
Thanks to user feedback, I've set the first 0 to 16 ColorID with ItemColorCoding inside the ShaderTree, as well as fixed colors
Passed ID #16, it will create random Color each time you create a new one
SMONSTER KIT - UV
v3.50 - 2022/06/20:
Menu and Icons (Big UI refresh) Bugfix (Get UVMap Count argument not correctly exposed
It adds also a 4th argument to deselect all maps except UV maps)