Seance: The Unquiet - Grand Hall (VR)

The candle uses an animated mesh driven through the material's World Position Offset to move the vertices.

The candle uses an animated mesh driven through the material's World Position Offset to move the vertices.

The UVs for the geometry were split between two channels. One with stacked UVs to define material definition and another channel for detail information. A lightmap for lightning flashes was also baked out to avoid using an expensive dynamic light in VR.

The UVs for the geometry were split between two channels. One with stacked UVs to define material definition and another channel for detail information. A lightmap for lightning flashes was also baked out to avoid using an expensive dynamic light in VR.

The Grand Hall for Seance: The Unquiet was modeled to be an opulent mansion set in 19th century India during English occupation. The room was inspired by the Indo-Saracenic architectural style created by the English by fusing Indian, Islamic, and English styles together.
Created for VR, the room had to be performant so while creating the space I made use of multiple UV channels, tiling textures, and some mesh instancing.
Check out our preview for Seance: The Unquiet on SteamVR or Oculus
http://store.steampowered.com/app/614710/Seance_The_Unquiet_Preview/
https://www.oculus.com/experiences/rift/1383547398386212/

Date
February 6, 2018