Robo Recall by Epic Games

Unreal Engine 4.14 Is a Huge Update for VR

Matthew Hales 3D Modeling, Real-Time, Site, VR Leave a Comment

Epic’s Unreal Engine 4.14 is a beefy update all around, and includes great stuff for TurboSquid users– especially those creating VR content. Real-time, GPU-rendered graphics have always required a tight belt when it comes to poly counts and texture sizes, and the introduction this year of consumer VR hardware has brought with it a renewed emphasis on optimization. If you’ve …

Geo-Baking in VR

Matthew Hales 3D Modeling, Artists, VR Leave a Comment

VR can strain even the most capable GPUs. Solid optimization of 3D models is critical for VR, but some common performance hacks can look terrible when viewed stereoscopically. Prime offender: baking geometry into textures. It’s a tempting poly-reduction ploy, but not always ideal. Check out Geo-Baking in VR on our training site, Squid.io, for all you need to know.

Virtual Hands and the New Oculus Touch Controllers

Matthew Hales Industry News, Real-Time, Site, VR Leave a Comment

The demo floor at Oculus Connect 3 covers every kind of experience that their hardware can deliver, but the heat is clearly on the massive area dedicated to showing off their soon-to-be-available Oculus Touch hand controllers. Rightly so. When HTC’s Vive launched back in April it shipped with hand controllers, and Vive users can attest to how transformative true tracked …

A Night at the Museum with Virtual Reality

Adele Tiblier Company, Site, VR Leave a Comment

The Louisiana Art & Science Museum recently invited TurboSquid to participate in an event entitled “Art After Hours: The Art of Animation in Gaming & Film“. Our team set up stations that allowed museum visitors to experience virtual reality, many for the first time. The lines were long, but patience prevailed as so many were excited to not only try their hand at …

Your VR Spending Spree Is Not Quite Over

Matthew Hales Site, VR 2 Comments

With the recent news that HTC is now shipping its Vive headsets within 72 hours of an order being placed, the time is right to get into some detail about setup, and recommended accessories to round out your VR space.

Where Does Room-Scale VR Fit In?

Matthew Hales Real-Time, Site, VR Leave a Comment

The long-awaited delivery of HTC’s Vive virtual reality headsets to those who pre-ordered their units back in February is now well underway. While the arrival of the first (and currently only) commercially available hardware that delivers true VR presence at room-scale is great news, it is not without it’s practical challenges. The Vive’s preference for a 15’ x 15’ cleared …