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How to Get Started in VR Development

661 bytes added, 13:03, 4 January 2017
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The other option for 3D models is to learn how to make them yourself. Though this is the more difficult option, it's a good choice for the long term, as the time may come when you're making a more intermediate project and want to make your own assets and visual style. There are a few programs which are very useful for 3D modeling.
Even if you decide to find premade assets, you'll probably end up needing to tweak them in 3D modeling software so so that they're just right. Fortunately, there are plenty of resources available online. Professional design software is available at monthly subscription prices comparable to a MMORPG, and there are tutorials for just about every 3D modeling question freely available on YouTube ([[https://www.youtube.com/channel/UCaLAWpwSED-pfWkcKpxw8wQ click for example for YouTube resources]]). Use the search function on every website you see! If you demand higher-quality education content, consider subscribing to [[PluralSight]]. Go through the various subreddits listed on the sidebar here and catch up on conversations in the different VR tech communities, and learn new tips and tricks.
* '''3D Modelling and Sculpting:'''
** '''[[Autodesk's Entertainment Creation Suite]]''' of software (including Maya, 3ds Max, Motionbuilder, and Mudbox with native export to Unity and UE4) is available to "students" free for three years -- no verification needed. This includes everything you need to make professional models, textures, animations, etc.
<includeonly>=</includeonly>===Photogrammetry (3D scanning)===<includeonly>=</includeonly>
Like VR, 3D photo scanning is another futuristic technology now available for dirt cheap, and with mobile solutions. 3D scanning using photos involves taking many photographs (usually upwards of thirty) of a real-life object from as many angles as possible. These photographs are then imported into software such as [[Agisoft Photoscan]] or one of Autodesk's many solutions (they keep buying up companies, it seems), which generate highly detailed meshes from these photographs. The meshes and their color/diffuse texture map can then be exported and used in a game engine as a regular asset. [[https://www.youtube.com/watch?v=BmqlimC1ZP0 This YouTube video]] competently demonstrates the entire process in ten minutes.
* '''Photogrammetry and 3D-scanning'''
** '''[[Agisoft Photoscan]]''' (from $179), a 3D scanning suite which uses DSLR photos as its source.
** '''Autodesk offers a few different photogrammetry solutions''', from the free mobile- and cloud-based [[123D Catch]] to desktop photogrammetry software [[Remake]] and [[Recap 360]]. [[http://forums.autodesk.com/t5/remake-general-discussion/memento-recapphoto-differences/td-p/5653664 Here's a thread]] which discusses the differences between Autodesk's various photogrammetry solutions.
<includeonly>=</includeonly>===Audio & Music===<includeonly>=</includeonly>
* Audio production
** '''[[Audacity]]''', although simple on the surface, is a powerful and reliable audio editor that is entirely free and open source.
** For '''royalty-free stock audio''', check out [[http://freesound.org/ The Free Sound Project]], the [[http://www.sonniss.com/gameaudiogdc2016/ #GameAudioGDC Bundle]], and the [[Oculus Audio Pack]].** Check out Oculus's [[https://developer.oculus.com/documentation/audiosdk/latest/concepts/audio-intro-spatialization/ introduction to audio spatialization]] and the Oculus Connect talk [[https://www.youtube.com/watch?v=IAwFN9sFcso 3D Audio: Designing Sounds for VR]]
<includeonly>=</includeonly>==4. Implement Interactivity==<includeonly>=</includeonly>
'''VR UI/UX Resources'''
* Google's own '''[[Cardboard Design Lab]]''' is perhaps the fastest introduction to this subject.
* Google Developers - '''[[https://www.youtube.com/watch?v=Qwh1LBzz3AU Google I/O 2015 Livefeed - Designing for virtual reality]]'''* '''[[https://researchvr.podigee.io/ Research VR podcast]]''', which covers the developing VR industry and cognitive science, emphasizing the relationship between intentional design and conscious experience.* Leap Motion's '''[[https://medium.com/@LeapMotion/vr-design-best-practices-bb889c2dc70#.3t64dp1lb VR Design Best Practices]]''' article is full of thoughtful suggestions* '''[[https://www.youtube.com/channel/UChvlNUgZKmEd-Gul_Tdv8Uw Mitch's VR Lab]]''', based on UE4, is a YouTube series many examples of UI programming and principles.* Fuseman's '''[[https://www.youtube.com/watch?v=NYoqUomgTGU Introduction to VR UI in Unity]]''' livestream tutorial, which explains concepts useful beyond Unity.* '''[[https://www.youtube.com/watch?v=cyqgKZ7O-Sc&feature=share UE4 HTC Vive - How to interact with a menu using Motion controllers]]''' on YouTube* '''[[Five ways to reduce motion sickness in VRSickness]]'''
This requires some kind of scripting language. Unreal Engine 4 has an intuitive, flowchart-like scripting system called '''Blueprint Visual Scripting''', and if you're not yet comfortable programming, this may be useful for you to get started. Check [[here]] for a general introduction to Blueprints. Blueprints are powerful enough to do entire projects without having to write a line of code (though you'll be using many programming concepts). Otherwise, both Unreal and Unity have a native programming language. For Unreal, it's '''C++''', and for Unity, it's '''C#'''. Many people who are aspiring VR devs have little to no programming experience, so this step can be particularly daunting. We want to help you get past this hurdle also, so we'll be updating this wiki with resources that will teach you the fundamental programming concepts needed for VR dev.
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