Between progress updates, I thought it would be a good idea to showcase some of the existing assets in more detail.
Let’s take a look at the first spotlight model: Mugi’s keyboard.
As you can see, the model itself isn’t too complicated, although there are a few interesting curves hiding in the corners. The real detail is actually contained in the enormous texture file.
All the labels from the real instrument have been painstakingly recreated. With so many layers of text, lines and shapes, the source file comes to a total of 115 MB, and eats up almost 3.3 GB of memory when open. All that for a trim 553 KB final image!
In the end, it was worth all the effort. When you lean in close using a VR headset, you can read every line of text, including a few Easter eggs hidden on the back.
Of course, the keyboard has a matching stand as well!
Watch the skies, and look forward to the next update!
It’s finally time for a new update! Let’s take a look at some builds from September and October last year.
First up, the bookshelf behind the whiteboard gets some more residents:
Lots of brightly coloured books. They don’t have titles, but that’s what you get for being background details.
Next up, Ton-chan gets a cupboard to sit on:
The pink tin is where the turtle food is stored.
Too bad there’s no aquarium yet. Sorry, Ton-chan! You’ll have to wait in the bucket a little longer!
The next addition is an important one:
Finally, the desks make their appearance!
These were a bit more difficult to model, since they have some more organic shapes in them. Where did KyoAni get the design from?
This side of the room is looking pretty good!
Nothing new in the next build, except for a very important fix. I finally switched to FXAA to get rid of the annoying white dots. Check out this comparison:
It may not seem like a big deal, but it’s very annoying in VR. The pixels are a lot bigger when they’re right in front of your face.
Good news, Ton-chan! Your aquarium has arrived!
It took a while to get the aquarium looking how I wanted, but I got there in the end. The water ripple is a simple glass shader with animated UV coordinates. It’s not an accurate depiction of how water refracts light, but it has the advantage of being possible in a game engine.
Also, please note that Ton-chan’s food tin now has white stars instead of white dots. Hey, I go for accuracy where it counts.
I made some changes to the aquarium in the following build.
I used a different light for the glow around the aquarium (for performance reasons), and modified the pebble texture to make it clearer.
But that’s not all:
Yay! Chairs! These were especially annoying to model!
Take a close look at the arm rests. They start out flat, then twist to match the angle of the back rest (which is supported solely by the arm rests). They are also the back legs.
I refuse to believe that any school would purchase such a bizarre chair for their students.
Thanks for stopping by! Remember, these pictures were taken from builds in September and October last year. There’s been a lot of progress since then, and I can’t wait to show you.
Any complaints about late updates should be forwarded to Orihime and Hikoboshi in Vega and Altair respectively.
With the cassette music playing and the sun setting, you could easily spend a good hour or two just soaking it all in (I know, I’ve done it).
The first two builds with Oculus support were mostly about getting the functionality in and replicating the controller setup from before (analog crouching and tip-toeing). It didn’t take long at all, but the results were stunning.
The improvements in the third Oculus build are even more interesting.
There’s a modified loading screen that puts the cassette at a more comfortable distance. Trying to focus on close-up objects isn’t a good idea in VR.
A new denizen of the clubroom makes its appearance: the mirror. Thanks to Unity Pro (necessary at the time for Oculus support), I was able to create mirror with real-time reflections. A little bit of tweaking with the virtual camera resolution kept performance at a manageable level.
The lighting in this build got a bit of an improvement as well, with the addition of bloom and Crepuscular rays (often called “God rays”).
The lens flare on the Sun has also been simplified.
This is the first of many Oculus Rift updates, so stick around.
It’s been a while, so let’s take a look at some more builds!
After I made the loading screen, I decided to include the cassette tape in the scene. It was already modeled at 1:1 scale, so this was an easy addition. I also made the tape spools spin on the loading screen (no animated GIF, sorry).
Next up was a pretty major addition: the organ. This old instrument doesn’t get much use in the show, but it’s still a faithful member of the clubroom.
If you look closely, you can see some weird white lines on some of the organ’s edges. This is a bug to do with anti-aliasing in Unity. It gets fixed in a later build when I switch to using FXAA.
The next build after the organ didn’t add any more objects, but the sound of cicadas coming from the windows really makes the scene feel like a warm summer afternoon.
Until next time, try to avoid the event horizons of black holes.
P.S. The next build is pretty awesome, so stick around and invite your friends.