Loveable Time: Morphing Pouffes and Poses For Genesis 3 Female
See images and get them here: Loveable Time: Morphing Pouffes and Poses For Genesis 3 Female
- Jordi R. Cardona www.hiperia3d.com
Vision VR/AR Summit 2017, The Premiere AR/VR Event To Be Held May 1-2 at Loews Hollywood, Los Angeles
Third Unity-hosted conference convenes leaders and upstarts from across the industry
SAN FRANCISCO, CA - February 1, 2017 - Vision VR/AR Summit 2017, the premiere event for augmented and virtual reality hosted by Unity Technologies will be held May 1-2, 2017 at the Loews Hollywood, Los Angeles. As the third Vision Summit, it will once again bring together creators, artists, programmers and leaders in the VR and AR space for a two-day conference focused on laying the groundwork for and understanding of the future of the industry.
Mobile Games Generated More Than $40 Billion in 2016
First ever joint look at mobile, mobile VR and VR markets by SuperData Research and Unity Technologies shows the category equaling that of global box office sales during that time
New York, NY February 1, 2017 – The mobile games market generated $40.6 billion in worldwide revenue in 2016 – a sum equivalent to all global box office sales during the same time period – and grew 18% over the year before. Mobile games now account for half of the entire global digital games market.
Manhattan Hair and Newsboy Cap for Genesis 3 Female(s) and Male(s)
You have 71 morphs in 12 categories. The Newsboy cap can be show or hidden just pressing a toggle button in the Styles morph category, or using the icons, and you can customize it with 30 hair dyes, and 10 different fabrics for the Newsboy Cap.
See images and get it here: Manhattan Hair and Newsboy Cap for Genesis 3 Female(s) and Male(s)
- Jordi R. Cardona www.hiperia3d.com
Unity Democratizes Development for Artists and Developers Around the Globe With Eight Unite Conferences WorldWide in 2017
SAN FRANCISCO, CA - January 26, 2017 - Unity Technologies, the largest platform for creating 2D, 3D, VR, and AR games and digital experiences, today announced its worldwide Unite conference series. Focused on bringing developers and artists the knowledge and networking they require for success, Unity is holding eight Unite conferences globally in 2017. Creators will be able to attend them in Amsterdam, Austin, Beijing, India, Melbourne, Seoul, Singapore and Tokyo.
Unity Documentation in 2017
Global Game Jam 2017 at Unity SF
Sine.space – RGU Oil Rig Region – Live
The Sine.space RGU Oil Rig region using Colin Hetherington’s meshes is now accessible on the live server.. with a few enhancements to align the directional light with the water reflection and lens flare effects. See this blog post for details of the preparation of the region… http://blog.inf.ed.ac.uk/atate/2016/11/18/sine-space-rgu-oil-rig-region/ and this blog post for details of the import of the RGU Diver outfit also by Colin… http://blog.inf.ed.ac.uk/atate/2017/01/11/sine-space-creating-avatar-attachments/.
Update 3-Feb-2017: The “Oil Rig” region is now available on the live server via
http://sine.space/locations/oil-rig
Sine.space Blog post about the Oil Rig Region… http://sinewave.space/oilrig
EJ Narumi for Genesis 3 Female
Narumi, a gorgeous Asian beauty, is prepared for all the adventures and stories you can imagine. She has lots of customization options, casual makeups and lipsticks and special makeups of different themes: Kabuki, Modern Geisha, Anime, and Bloody Eyes. She also has claw nails, cute ear morphs, fantasy eyes in purple, pink and red, all black eyes, decorated nails, and Asian tattoos in arms, back and chest. A must have!
See images and get her here: EJ Narumi for Genesis 3 Female.
- Jordi R. Cardona www.hiperia3d.com
Unity Technologies Hires Dave Rhodes as Chief Revenue Officer
January 18, 2017 - Unity announced that it has hired Dave Rhodes as Chief Revenue Officer for the company’s core license and platform business reporting to the CEO. He joins from Paradigm, where he was Executive Vice President of Sales, Services, and Marketing.
Unity Technologies Hires Natalya Tatarchuk as Graphics Director
January 17, 2017 -- Unity announced that it has hired Natalya Tatarchuk as Director of Global Graphics at Unity Technologies, focusing on driving the rendering technology and graphics performance for the Unity engine. She joins from Bungie where she was the graphics lead and engineering architect.
Made With Unity Creations to Be Showcased at New Frontier at the 2017 Sundance Film Festival
ASTEROIDS!, Life of Us, and Heroes to debut in Park City
Sea City
TV21 Annual 1971 published a story about a Pilkington Glass Age Development Committee design study of a “Sea City” for a community living offshore. A model was created and cutaways and renderings of the model appeared in the press. Details can be found at http://www.aiai.ed.ac.uk/~bat/sea-city.html
OpenSimulator Project
A possible project to build a virtual reality recreation of the model in the OpenSimulator virtual world platform or as a Unity3D VR Experience is under consideration…
hop://login.osgrid.org/Sea City/128/128/30Unity Probuilder – Creating 3D Content in the Unity Editor
Unity ProBuilder is a Unity3D plug in that allows the creation and manipulation of 3D mesh content directly within the Unity Editor. There are basic (free) and Advanced (paid) versions. The advanced version allows for complete UV unwrapping, export of models to OBJ, etc.
Sine.space – Creating Avatar Attachments
As a trial, and to provide space related outfits for the Space Station/ISS experience in Sine.space, I followed the instructions on the Sine.space wiki to create avatar clothing and attachments…
I used the freely available NASA 3D models for the Space Helmet and NASA Extravehicular Mobility Unit (EMU).
- Following and adapting the method described on the Sine.space Wiki page on making clothing & attachments:
- and noting the item upload review guidelines:
In a new Unity Scene with the EditorPack-….unitypackage installed, the Sine.space “2015 Male” asset is placed at 0,0,0. An empty object to act as a container for the attachment is placed also at 0,0,0. The attachment itself is then brought in and positioned appropriately relative to the avatar, and then put inside the container object. Two Unity components are added to the attachment container object: Clothing Item Settings and Virtual Good. Instructions to complete those are in the Sine.space wiki page. The container object is then dropped into the Unity assets window to create a prefab. This prefab is the item that then can be selected and uploaded to the Sine.space content servers.
NASA EMU and Space Helmet on avatar at Space Station Region in Sine.space
Gender Specific Variants
At the moment Sine.space requires attachments to be gender specific, so separate male and female variants of each attachment need to be created and uploaded. In the Clothing Item Settings change the mesh model from “2015 Male” to “2015 Female” and adjust the position of the item to fit the different body shape and size, then resave the prefab and upload that.
Creating a Complete Replacement Avatar – Static Mesh and Non-Animated
It is possible to completely replace the standard Sine.space avatar and add in a mesh (static or rigged) by providing a “Costume”…
https://wiki.sine.space/index.php?title=Full_Body_Replacement_Costumes
Create an empty game object and add components for the “Clothing Item Settings” and “Virtual Good” as before, but keep the actual mesh to make the replacement avatar separate. That needs to be a prefab and dropped onto the Extended Settings -> Custom Skeleton -> Root template slot. The empty component is then made a prefab and uploaded.
On the advice of Adam Frisby at Sine Wave, he provided a custom empty animation controller… and this needs to be added to the Clothing Item Settings, with the slots filled in as indicated in the diagram to the right…
Simpler NASA Astronaut EVA Avatar
The EMU mesh (and the Sintel mesh below) both proved to be quite complex meshes. A simpler NASA 3D model of an astronaut in an EVA suit was used instead. I used the freely available 3D Astronaut Nr 1 (Collada .dae format) by Max Grueter and Byr2008. Again set as a complete avatar replacement “Costume”.
RGU Diver
A Sine.space outfit was also created using the meshes from OpenSim made by Colin Hetherington for his RGU Diver suit for use in training simulations in virtual worlds for training oil and gas drilling rig workers (see this blog post). It is not intended for distribution beyond the demonstrations on the “Oil Rig” region on Sine.space.
Sintel Rigged Avatar
With the experience of trying a replacement static mesh model outfit/costume as indicated above for the NASA EMU, I tried the Blender.org CC-BY-NC Sintel avatar (see http://www.aiai.ed.ac.uk/~ai/unity/resources/sintel/)… which is a rigged mesh avatar. On the advice again of Adam Frisby at Sine Space, its important that the rigged model prefab has the “Root Motion” unticked. Its ticked in the original avatar model. Also, as its greyed out and non-editable in the original asset, drag the one in the Assets into the Scene/Hierarchy, modify it to untick the root motion tick box, then drag it back into the Project/Assets view. Then use the new one from the project view to fill the slot skeleton template slot.
Authenticity Mix and Match Expressions for Genevieve 7 and Genesis 3 Females
Maximum customization possibilities! A must have!
See images and get them here: Authenticity Mix and Match Expressions for Genevieve 7 and Genesis 3 Females
- Jordi R. Cardona www.hiperia3d.com
Avelyn Hair for Genesis 3 Females
Avelyn Hair is a fresh, young straight hair that can look great in all kinds of characters, from action girls and spies to fashion models, also fantasy warrioress, and any female character.It has 93 morphs in 12 categories and many hair dyes.
See images and get it here: Avelyn Hair for Genesis 3 Females
- Jordi R. Cardona www.hiperia3d.com
Virtual World Platforms – CPU and GPU Load Comparisons
I have done some performance monitor and CPU/GPU load comparisons for established virtual worlds like Second Life (Linden Lab viewer 5.0.0) and OpenSim (Firestorm Viewer 5.0.0) and emerging virtual world platforms like High Fidelity and Sine Space.
Windows 10 Xeon E5-1650 v2 @3.50GMz (6 core, 12 processor), 32GB memory, SSD drives, Nvidia GTX 980 GPU, 1920×1200 screen. VR Mode off (no Oculus Home, Steam and Steam VR).
- Baseline (Idle): CPU: 3% GPU Load: 0%
- Linden Labs Viewer in Second Life (ultra graphics, 512m view distance) (5K object region): CPU: 13% GPU Load: 16%
- Firestorm Viewer in OpenSim (ultra graphics, 512m view distance) (Mesh base region with 12K objects and 9K mesh colliders): CPU: 8% GPU Load: 11%
- Sine Space (Unity3D based) (Mesh base region with 12K objects and 9K mesh colliders): CPU: 21% GPU Load: 40%
- High Fidelity (Custom region with 5 large mesh objects and two NPCs): CPU: 12% GPU: 16%
Baseline (Idle): CPU: 3% GPU Load: 0%
Linden Lab Viewer in Second Life on “Vue” region (ultra graphics, 512m view distance) (5K object region): CPU: 13% GPU Load: 16%
Firestorm Viewer in OpenSim on OSGrid “Oil Rig” region (ultra graphics, 512m view distance) (Mesh base region with 12K objects and 9K mesh colliders): CPU: 8% GPU Load: 11%
Sine Space on “Oil Rig” region (Unity3D based) (Mesh base region with 12K objects and 9K mesh colliders): CPU: 21% GPU Load: 40%
High Fidelity (Custom region with 5 large mesh objects and two NPCs): CPU: 12% GPU: 16%