VR Development - Growing Prototype
This VR Growing Prototype is an immersive experience designed for the Oculus Quest 2, where users can plant, nurture, and harvest within a realistic virtual environment. This project showcases my skills in Unity VR development, custom 3D modeling in Blender, and texturing using Photoshop and Substance Painter. I’ve created an experience that brings natural growth processes to life in VR.
Tutorial Action Icons
I created these icons in Adobe Illustrator and they represent each action. They appear in a tutorial that instructs the user on how to progress in the planting experience. Grab the Seed, Plant the Seed in the Hole, Grab the Watering Can, Water the Soil to Grow the Plant, Pick the Fruit, and Harvest the Fruit. The way to activate the tutorial is to press down the ON mushroom, and if you prefer to turn it off you can press the OFF mushroom! I have discovered that pressing on the mushrooms is satisfying.
Oculus 2 headset Screenshots
Setup
Press the ON or OFF Mushrooms to activate the tutorial icons!
Atlas of icons I have been creating in Adobe Illustrator
The UV layout of my icons set up like billboards. In Unity, they always face the user
This is the texture atlas I created for the 3 seamless background textures. I made sure the ends match in Photoshop so I can tile them on the cylinder without any noticeable repeating textures.
All variations of the plant share the same UV atlas.
This screenshot from the Unity editor shows how the textures wrap around the circular ground plane.
Here is a screenshot from Blender showing the circular planes wrapping around the platform with the tree on it.
The dirt particles are a 2D transparent texture I created in Photoshop with a textures brush to look like pieces of dirt. They are projected into the hole as the player swipes through a trigger to simular pushing dirt into the hole. A mesh slowly rises with each swipe to make the hole appear filled.
The water particle is also a 2D texture. It is a simple circle applied to a material and made transparent and blue.
All the textures on the plants including the seed and the fruit, share the same texture atlas and material in Unity.
Here is a screenshot from Blender showing the variations of the plant from seed to fully grown. I have the fruit isolated on the side.
Here is another screenshot from Blender showing how the leaves are planes and the texture is a transparent group of leaves oriented in different directions. The rocks have a high poly version where I projected it’s detailed in Substance Painter onto a lower poly version.
Screenshot from Blender showing the rigged variation 5 of the fully grown plant. The fruit are children of the bones are the end of branches. I made the shaking animation in Blender’s animation timeline by rotating the bones on different keyframes.