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Character Artist - Technical Breakdown

Behind the scenes at New Frontier Presents, we are witnessing the rapid evolution of mobile and browser technologies. This progress enables us to effortlessly access interactive 3D websites by simply entering a URL on any device. At NFP, we are actively transforming this dream into reality, envisioning a future where users can bring their digital presence, embodied as avatars, into these platforms and seamlessly navigate the entire internet with them.

We are approaching the realization of a remarkable vision: the ability for users to effortlessly transition from one platform to another while retaining their avatars and all their customized features, which dynamically adapt to meet the technical requirements of each platform.

Imagine the possibilities of seamlessly moving from a role-playing game to a first-person shooter, all the while keeping your hard-earned loot. Picture yourself utilizing your webcam or microphone to convey subtle facial expressions and emotions. Moreover, you would have the freedom to choose your preferred mode of interaction—whether it's through a touchpad, mouse and keyboard, virtual reality, or mixed reality.

At New Frontier Presents, we are pushing the boundaries of what is possible, revolutionizing the way users engage with online platforms and unlocking a new level of immersion and continuity in the digital realm.

#web3 #vr #ar #quest2 #applevisionpro #digitalpresence #metaverse #blockchain #blockchaingaming

Based on the capabilities of the platforms, the Avatars made with scrollable textures, giving them extra FX flare.

Based on the capabilities of the platforms, the Avatars made with scrollable textures, giving them extra FX flare.

Clothing and Accessories were designed to be interchangeable between the rest of the Avatars.

Clothing and Accessories were designed to be interchangeable between the rest of the Avatars.

All Avatar Elements were built with optimal UV packing and Texel density in mind. So for the final output, all texture maps could be combined further into an Atlas.

All Avatar Elements were built with optimal UV packing and Texel density in mind. So for the final output, all texture maps could be combined further into an Atlas.

Avatars working as .VRMs inside browser-based 3D spaces / platforms

Avatars working as .VRMs inside browser-based 3D spaces / platforms

Avatars working as .VRMs inside browser-based 3D spaces / platforms

Avatars working as .VRMs inside browser-based 3D spaces / platforms

Avatars working as .VRMs inside browser-based 3D spaces / platforms

Avatars working as .VRMs inside browser-based 3D spaces / platforms

Designs of additional clothing, based on a previous design, while keeping it within the style.

Designs of additional clothing, based on a previous design, while keeping it within the style.

I came up with a pipeline which got me 90% to the creation of 52 facial blend shapes for Apple's ARKit and 15 Oculus viseams. Disregarding the need for needing to have the same topology or same volumes of the geometry.

I came up with a pipeline which got me 90% to the creation of 52 facial blend shapes for Apple's ARKit and 15 Oculus viseams. Disregarding the need for needing to have the same topology or same volumes of the geometry.

Inside Unity I was able to add control triggers to the fingers, allowing me to trigger, spawn and switch different models and FXs that I packaged 'inside' the Avatar.

Inside Unity I was able to add control triggers to the fingers, allowing me to trigger, spawn and switch different models and FXs that I packaged 'inside' the Avatar.

Demonstration of Avatar's arm switching to another variant with dynamic jiggle bones attached.

Demonstration of Avatar's arm switching to another variant with dynamic jiggle bones attached.

For the final product - I was able to embed facial blendshapes (that would be supported by different Hardware), add tiliable textures, hook-up triggers to the fingers.

For the final product - I was able to embed facial blendshapes (that would be supported by different Hardware), add tiliable textures, hook-up triggers to the fingers.

Which would give the Avatar the ability to spawn projectiles, play music, switch out or add extra assets (to the model).

Which would give the Avatar the ability to spawn projectiles, play music, switch out or add extra assets (to the model).