How 3D Scanning was used to create the worlds of Star Wars Battlefront

A few months a ago I wrote a feature post about How 3D Scanning was used to create the Visual Effects for the Gotham TV Series because I like both 3D scanning and am a big fan of everything Batman. There is, however, one other piece of fiction that I’m drawn to even more: Star Wars. So I was waiting for an opportunity to write a feature post about a combination of 3D scanning and the Galaxy far, far away.

And then, last week, I came across this post by the Swedish game developer DICE, responsible for games like the successful Battlefield series, Mirror’s Edge, and the latest iteration of Star Wars Battlefront.

One thing that sets this “next gen” (it’s available for Playstation 4 & XBOX One) iteration of Battlefront apart from its predecessors is the stunning visual quality—especially of the wide open worlds that are very recognizable for Star Wars fans. With very realistic representations of the planets Hoth, Tatooine, Endor and Sullust, this game is the best way to interactively immerse yourself in the Star Wars universe. Or as Wired puts it: “Star Wars Battlefront Plays Like You’re Watching the Movie.”

Let’s take a look at what this means through an in-game screenshot before I continue:

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Seeing VR as a Creative Tool changed my perspective

It has been a while since I wrote about VR. The last time I mentioned is was in a post where I said I was moving away from this new medium after being immersed in it for over a year.

The reason for my departure from Head Mounted Displays was that after my first VR experiences, the wow-factor had quickly—and totally—evaporated. I could wow newcomers with it, but my Oculus Rift DK2 and first-gen Samsung Gear VR became dust catchers on a shelf before I sold them in the end of 2015 (with a surprisingly high profit).

 

two-guys-with-many-vr-headsets-drinking-coffee
Back in 2015, when the future looked bleak…

 

More specifically, the reason I stopped caring about VR was the lack of interesting content. None of the “VR experiences” I tried—passive ones, games and certainly not 360° videos—could convince me that this medium had a future beyond Wii-like first-time wows and corporate trade shows.

I still think this is true today. None of the available or announced VR content is going to make it the next thing every consumer wants—certainly not at the current price and probably not even at any price. A $2 Google Cardboard viewer will be fun enough for kids for years to come.

There will never will be a mass market for VR as an entertainment technology: consumers aren’t going to watch full sports event with it, watch movies with it or play full games with it.

This made me believe that VR technology has no future at all. I wasn’t going to spend $2000 of my hard-earned money on a HMD and a overpowered gaming PC.

But then I tried Tilt Brush—a Virtual Reality 3D painting application acquired by Google in April—for 5 minutes. And ordered an HTC Vive and a Gaming PC (Alienware Aurora with Nvidia GTX 1070) the same day.

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How I designed my Minature Polaroid Camera 3D Model in Cinema 4D

This is an older, archived post. Comments have been closed.

I’m writing about 3D Printing for Creative Professionals and have decided to expand my blog beyond reviewing 3D Printers. I already wrote posts about 3D Printing Filament and 3D Printing & Design Software and now I’ve decided to cover actual 3D Design as well and share some of my own designs with you!

Last week I published my Minature Polaroid Camera Design on Thingiverse. In this post I’ll show you how I designed it in Cinema 4D and how I made it 3D Printable – which are two different things!

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