A dedicated page is now available at BR9732.COM
This preview shows a few environment interactions and a beta lightmapped scene. The framerate is now around 250 fps (w/o frapsing), 400 drawcalls with only 2 dynamic lights but still, it has to be optimized for Oculus Rift to offer a perfectly smooth experience.
- The furniture is not completed yet. Some objects are still missing, especially in the bedroom and the corridor.
- Lighting intensity/bouncing and Lightmap resolution could be better at some places.
- DOF implementation is coming.
- More/better ambient sounds are coming.
- Fix z-sorting on smoke shader.
- General Performance Optimization.
The next video will be in late cause we are porting all the project to Unity 5 for Lightmap Baking and Global Illumination settings adjustment. At this moment, the scene is only using dynamic lighting and run at 50fps in 1080p on a GeForce GTX 590. This is clearly too low performances to implement Oculus SDK.
Therefore, here are some screen comparison shots of the current scene:
Blade Runner 9732 is a pure movie fan madness.
Enjoying the view from the terrace with a black label?
Wandering around the Deckard’s apartment?
Take a walk inside Blade Runner?
This personal project was born from an anecdotal heightmap test on the “so known” wall tiles of the place but It quickly turns into a modeling hobby to reproduce all the assets of the apartment and a view on Los Angeles streets in 2019, directly inspired from the movie shots.
At the same time, it was a good opportunity to improve my modeling skills which I let go 15 years ago.
This unique environment is a real challenge, especially to reproduce the lighting effects and the city view.
Unity 5 new light baking system (Enlighten) is a good help to achieve these goals.
This project is entirely made for fun during my free time.
Thanks for watching.
I have to mention a great forum where I found many interesting stuff: propsummit.com.
These guys are still searching for real-life assets of the movie in 2014, I was really impressed.
I also have to mention friends: Cedric Delcourt for some assets modeling and his knowledge of 3DS Max and Thomas Marcotte for Rachelle character modeling.