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NEIT 2015 Open Space 1J - Designing 3D Environments Tinkered +Unity + Oculus

Notes: Unity = Terrain and Textures Tinkercad = Objects

Begin with 8th graders who are using 2pt perspective drawings in art class. The students had been working with Tinkered since 1st grade, where they were making basic shapes. Grew to their capstone of designing a city in 8th grade.

With his tech kids, he picked a city, had them research the city, get an understanding of the city’s skyline.

Chose important buildings they wanted in a two block (square) “micro-city.

__Parameters__ 100x100x100 mm cube in tinkercad. This also required correct proportions. The city design must not require supports, NO OVERHANGS, ect. This keeps the print clean, and less post-print labor.

Focused on design skills within the context of Tinkercad. Also, focused on efficiency in designing (cop & paste.)

Nice part of Tinkercad is that you can set the grid to your 3D printer.

Once the 3D model is created, they are exported into the printer and take 4-6 hours to print. To get it into Unity it needs to be exported as an .OBJ file.

__In Unity__ [|Go to the Unity website for their tutorials!] Highly recommended.

Begin by creating the terrain for the city. Make it yourself or download raw map files that can be found on the internet.

The difference between the free and pro versions are how well you can edit things. They have preset shapes/object/textures that can be added to your programs. Set the directional light, ect.

The real power in Unity is a Oculus/Unity integration that has been made for you. There a good physics applications for Unity.

If you have a high level javascript background you can work with the code, and simulate things like flying through the city. Or setting the parameters for a game.

When you import an object you must select “Generate Colliders."

The designs of the cities and the terrains and be exported into a number of devices, doesn’t have to be necessarily in Oculus. You also don’t need the Oculus to move around the environment.

__In Oculus:__