06-29-2016 08:59 PM
07-05-2016 05:26 PM
https://www.instagram.com/p/7gnLbIGpRz/?taken-by=gridspec
https://www.instagram.com/p/BCXkWSkGpQn/
https://www.instagram.com/p/BGmiJDbmpYA/?taken-by=gridspec
I wanted to keep the sky looking as realistic as possible, was hoping to find a blend of blues and pink (my favorite time of day) and experiment with using real images + game like assets
after much experimenting ended the week with the build looking like this:
Would love your thoughts on the layout!
This week I am working on incorporating the 3D assets 🙂
07-06-2016 04:42 PM
07-15-2016 09:33 PM
07-21-2016 05:37 PM
07-24-2016 09:07 AM
07-24-2016 01:35 PM
08-07-2016 06:24 PM
One of the most under-resourced yet most talked about issues with VR experiences is anti-aliasing.
Anti-aliasing is what I have been struggling with for the past few weeks. While I feel that I’ve been innovating a lot on design, I’ve found myself struggling with constant anti-aliasing that ruins the in-headset experience.
Through using many Gear VR products, I now understand how developers need to optimize to not allow aliasing to happen in the app. Inspired by John Carmack’s recent post on anti-aliasing, I’ve also been working on a list of my own learnings to reduce anti-aliasing (and I still have quite a bit of it so suggestions are welcome!):
As we near the end of the bootcamp program - I still am having a lot of issues with aliased lines- if anyone has any tips for making their product more solid, I’d love to hear them!
08-07-2016 06:34 PM
08-07-2016 11:21 PM