A dedicated page is now available at BR9732.COM



Latest screenshots for the blog:

UPDATE 10-11-2014

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.

Next steps:

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.

UPDATE 31-10-2014

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:

INTRODUCTION 30-09-2014

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.

THANKS

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.