Trilo: SineSpace is the first virtual world we’re aware of that has cloth physics. Physics can be involved but isn’t a requirement.īlakOpal: But it’s more than just physics, you also need to create and configure colliders so the clothing respects the mass of the body and doesn’t go through it. Trilo: In most 3D programs including Unity, clothes would be a combination of the 3D model that you’ve cut or unwrapped UVs for and the textures and materials that you apply to the model. Later on, they added support for 3D models. Trilo: I think the definition depends on the platform.īlakOpal: When we started in Second Life, creating clothes was mostly applying texture layers to the avatar or simple object primitives (SL calls them prims). In general, what is a clothing asset in a game – is it a mesh, some textures, and UVs? Is physics necessarily involved? Clothes in GamesĨ0lv: A big part of your work is clothes so let’s talk about the general principles of clothes in games today. We had been making 2D and 3D art for years at that point, and immediately started making things and playing around to see what we could do. We decided to look it up and check it out and were immediately hooked. In the program, he talked about virtual worlds, specifically Second Life, and he even mentioned that they had a virtual version of Burning Man that took place in-world. Michio Kaku – a brilliant theoretical physicist and futurist who we are big fans of. At that time, we discovered a BBC documentary called Visions Of The Future presented by Dr. We got into making content for virtual worlds in 2008 when we were taking a year off from Burning Man (an arts and culture festival in northern Nevada) and had a lot of time on our hands.
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