Carrier Command 2 - Bear
Category : GraphicsMy son is a huge fan of Carrier Command 2. Having been a fan of the original Carrier command myself, more than 30 years ago from now on Atari ST, I decided to model one of the tanks in the game (the "bear") in order to print it.
The size of the model is quite small (about 10 cm) and the large number of details predestines it rather to resin printing (SLA). However, with a scale of 300% or more, it should be possible to do this on a filament printer (FDM).
A next post will be devoted to the printed version soon.
In the meantime, you can download the model for free at Thingiverse.
Lautaret's root
client : Le Naturographe Category : GraphicsAs part of an exhibition hall layout. The Naturographe asked me to model in 3d, under his Artistic direction, a stylized root. This element will be placed in the center of the exhibition hall of the Galerie de l'Alpe in the Alpine Garden, at the Lautaret in Villar d'Arène (France/05). It will also serve as a seat for the visitors. The structure is just over 6 meters high and is made of wood and metal.
Images are rendered with Maverick Studio.
This root and all its surrounding elements have been virtually anticipated with a virtual reality application for Oculus Go.
Smartphone refraction
Category : NoneRefraction simulation and more generally transparency on smartphone is a rather expensive luxury. However, thanks to Shader Graph, it is possible to quickly prototype a shader which allows this at a lower cost. This is what I tried to produce on this test.
A parametric triplanar noise is used for the deformation of the vertices, but also the normal map, as well as the deformation of the background video texture. This texture is then applied to the object on its emission channel and its albedo with a bit of Fresnel. The result is far from being a true refraction of course, but for the smartphone, and given the few resources that this requires, it works pretty good.
I am using this shader in a production being finalized in augmented reality which will not fail to appear very soon here.
Unity 3d 2019 (C#) + URP + Shader Graph 0.7
VFX Graph underwater effect
Category : NoneStill in the context of my Visual Graph tests from Unity 3d, I tried the point cache system. It still lacks functionality and a few bugs remain, but the whole thing works pretty well. The possibilities are numerous, and many explorations still necessary...
The underwater effect is mainly given by the movement of particles and especially by post Fx (fog, color correction, distortion, chromatic aberration, vigneting ...).
Stylized root (Lautaret France)
client : Le Naturographe Category : DevelopmentAs part of the development of an exhibition hall for the Galerie de l'Alpe in the Alpine Garden, at the Col du Lautaret in Villar d'Arène (France), I developed, at a preliminary stage (during the design of the room), a virtual reality application on Oculus Go to help better visualizing the volumes, arrangements, and spaces.
The application was developed under Unity 3d 2018 (C#) for Oculus Go (LWRP).
(Excuse the poor quality of the video that was recorded on mobile via the Oculus. The linear color mode is causing problems when recording).
Institut du Monde Arabe
client : Moonrise Category : DevelopmentOn the occasion of an event, the Arab World Institute wanted to produce a PC application allowing users to play sports commentators by commenting on the greatest soccer moments of major Arab teams. Novice commentators are filmed and recorded during the broadcast of the action. The video is then played to appreciate the performance and compare it to that of the famous RMC's french sports commentator: Jano Resseguié.
The application was developed with Unity 3d (C#) for PC Windows
Pong Machine learning
Category : NoneAn artificial intelligence test with the classical Pong game.The agent plays against itself. 5 millions iterations have been necessary with curriculum learning.
Unity Machine Learning
Category : DevelopmentA simple test of Machine Learning (Unity 3d).The goal for the agent is to push the ball on the red block with the least bounces possible, the fastest, and without touching the ground.It was necessary to limit the erratic movements and the too large displacements (still a lot of work is necessary at this level). Nevertheless, a few hours of training were enough to obtain a success rate higher than 80%.