During my time at RiVR I worked on several confidential projects for the Police and fire services as well as other government sectors. Here is just a small amount of what I did to complete those projects, from scanned asset retopology and environment creation, tileable material creation, texture painting and shader creation. These projects worked towards RiVR Arc and became available in the library so that they could be used by clients as well as in house teams to quickly create new requested scenarios.
The Alley was a scanned alleyway that I split up and created a fairly simple kit that could be swapped around as we needed. Here I also developed and environment shader that allowed us use world space coordinates to overlay dirt or grime over the top of the base texture allowing us more control over the scene and giving us more artistic freedom over the environment. This was important to achieve as scanned assets often have colour information and that can remove some of the creative freedom to bring an environment closer to our artistic scope. The shader is shown above and would allow masks to be used to blend height and normal information based on world space meaning texal density was kept across the scene as well as a proper blend to the materials.
The tileable materials were for a scene that recreated the streets of London and we needed variations that could be vertex painted to ensure tiling was hidden as well as building up focus areas of dirt and debris. I created a basic vertex paint shader in Unity and developed a few variations of asphalt and pavement that would tile and could be painted. We also used decals to add additional road markings and tyre tracks etc.
Finally there are some in engine renders of other scenes, mainly for Fire Investigation, where a shipping container is used to simulate a room and is set on fire allowing for investigations to occur in VR. We scanned the burnt room, and brough that into ZBrush, retopologise and add in engine. These are far more bespoke elements. The current rooms are empty due to licensing, but they would be populated with burnt assets that clients would use to test prospective investigators, creating an interactive testing experience where instructors could label the assets as evidence or points of interest. As these scenarios would only be loaded one at a time, it allowed us to better blend scanned and retopologised meshes to get as much detail and resolution as possible while still ensuring the scenes complied with memory budget for VR.
All these pieces and the shader work would become part of RiVR Arc, a sandbox VR training solution. It allowed users to tailor the training to their needs or to jump into directly to these more bespoke training modules. The shaders and materials were added to a library that users could access. With many of the areas being split into modular kits that allowed users to mix and match as they needed.
The environment material at work allowing us to add additional grunge and other details to better blend scanned and non scanned assets together.