GMU:The Weird/Yun Kuo: Difference between revisions

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[[File:Screen Shot 2019-09-30 at 9.11.50 PM.png|700px]]
[[File:Screen Shot 2019-09-30 at 9.11.50 PM.png|700px]]
In my final work of this semester, I have use only two models in total. Since the data of the mesh is too huge to put more in one project. Besides, I also found that it is graphically more interesting if I use less models by copy, cut, and paste to create the entire world. In addition, excepts of the VR experience, I have also created some posters by using the alpha texture from models as the following. They are the raw ingredients of my models and I have displayed these posters with the unity game with a filing cabinet
.
[[File:green_poster.jpg|400px]]
[[File:green_poster.jpg|400px]]
In my final work of this semester, I have use only two models in total. Since the data of the mesh is too huge to put more in one project. Besides, I also found that it is graphically more interesting if I use less models by copy, cut, and paste to create the entire world. In addition, excepts of the VR experience, I have also created some posters by using the alpha texture from models as above. They are the raw ingredients of my models and I have displayed these posters with the unity game with a filing cabinet
.




'''Difficulties that I have encountered'''
'''Difficulties that I have encountered'''
[[File:Screen Shot 2019-07-15 at 10.07.09 PM.png|560px]]


The result turn out that not all the models are easy to apply to my project. Building a proper models to be used is not as easy as I thought. Sometimes the background doesn’t fit and some meshes have too much mistakes so that unity can not run so well. The other difficulties that I have faced with, was that somehow meshes from photogrammetry are super large. Even I have cut some parts of the mesh, when we bring it to Unity, the rest is still there. And the central axis is another big issue to arrange meshes by Unity. So, **advice**, if you want to use the models from photogrammetry for your project, try first to figure out how to idealize the meshes.  

The result turn out that not all the models are easy to apply to my project. Building a proper models to be used is not as easy as I thought. Sometimes the background doesn’t fit and some meshes have too much mistakes so that unity can not run so well. The other difficulties that I have faced with, was that somehow meshes from photogrammetry are super large. Even I have cut some parts of the mesh, when we bring it to Unity, the rest is still there. And the central axis is another big issue to arrange meshes by Unity. So, **advice**, if you want to use the models from photogrammetry for your project, try first to figure out how to idealize the meshes.  



 
[[File:Screen Shot 2019-07-15 at 10.07.09 PM.png|560px]]