Sport goods store design for Unity VR scene (Oculus Quest)
Budget: €18 – €36 EUR
General briefing
The goal is to make a Unity-scene which allows me to make layouts for retail clothing / sneaker / apparel stores.
I then view and modify these layouts in an Oculus Quest headset. The VR-tech side is handled on my end, and I need someone to set up the unity-scene and give it a good look.
The task consists of:
Modeling the base store environment:
A rectangular room with a, door, large window, panel for light switches, and a panel with a Big Red “Do not press!”-button.
The base room-model should be modified to various sizes.
Important: the model should be set up in such a way that you can easily duplicate it and make variations in different sizes. The scene will be used for a VR-project, and I want to be able to switch between different size-variations of the map, depending on the physical space I’ll use the project in. For the model this primarily means extending the wall geometry; and re-positioning the objects in the room. There are no internal corners or other areas, it will remain a rectangular or square space, so the additional size-variations should be relatively straightforward.
Populating the store with display-shelves and racks with sneakers, sports-clothing and apparel.
These can be stock assets, no need to manually model t
Specifically: Shoe racks and shelves with sneakers
Racks with tracksuit or training jackets
Designing the look and feel for the place;
Setting up materials, textures, lights, in line with the moodboard
I’m looking for a day and evening lighting setup.
Selecting a few skybox images for the outside environment
Timeline
I’d like the work to be done this week, starting tomorrow
(Tue. 26/04 - Fri 29/04)
Budget
I’d like you to provide a quote based on the supplied briefing
Process
Please provide a few examples of relevant work you’ve done.
Preferably worksamples are provided as a Quest-apk.
If you don’t have that, videos are ok as well.
Please send links to your worksamples to the contact info stated in the briefing pdf.
Technical specifications
The specs below should cover everything, but make sure to test with a compiled apk on your Quest-headset.
If you only test in Link-mode, there is a change that certain things don’t work or look different.
Deliver as Unity Package with:
Unity settings
Unity Version 2020.3.30
Working with the latest Oculus Intergration (38.0)
Build Settings:
Build Platform: Android
Texture Compression ASTC
Compression method: LZ4
Color Space: Gamma
Scripting backend: IL2CPP
API compatibility level: .NET 4x
Target Architectures: ARM64
Universal Render Pipeline
Can make use of VFX Graph or Shader Graph (Android VR optimized)
Unity scene
Each size-variation as a separate scene (see page reg. Sizes)
Different layouts for each dimension
No height differences in the level (No stairs)
Used models
Polygons in scene 500K
Separate objects (No shared meshes)
Used materials / Shaders
Realtime lights NO BAKE!
No colliders or nav mesh agents
The goal is to make a Unity-scene which allows me to make layouts for retail clothing / sneaker / apparel stores.
I then view and modify these layouts in an Oculus Quest headset. The VR-tech side is handled on my end, and I need someone to set up the unity-scene and give it a good look.
The task consists of:
Modeling the base store environment:
A rectangular room with a, door, large window, panel for light switches, and a panel with a Big Red “Do not press!”-button.
The base room-model should be modified to various sizes.
Important: the model should be set up in such a way that you can easily duplicate it and make variations in different sizes. The scene will be used for a VR-project, and I want to be able to switch between different size-variations of the map, depending on the physical space I’ll use the project in. For the model this primarily means extending the wall geometry; and re-positioning the objects in the room. There are no internal corners or other areas, it will remain a rectangular or square space, so the additional size-variations should be relatively straightforward.
Populating the store with display-shelves and racks with sneakers, sports-clothing and apparel.
These can be stock assets, no need to manually model t
Specifically: Shoe racks and shelves with sneakers
Racks with tracksuit or training jackets
Designing the look and feel for the place;
Setting up materials, textures, lights, in line with the moodboard
I’m looking for a day and evening lighting setup.
Selecting a few skybox images for the outside environment
Timeline
I’d like the work to be done this week, starting tomorrow
(Tue. 26/04 - Fri 29/04)
Budget
I’d like you to provide a quote based on the supplied briefing
Process
Please provide a few examples of relevant work you’ve done.
Preferably worksamples are provided as a Quest-apk.
If you don’t have that, videos are ok as well.
Please send links to your worksamples to the contact info stated in the briefing pdf.
Technical specifications
The specs below should cover everything, but make sure to test with a compiled apk on your Quest-headset.
If you only test in Link-mode, there is a change that certain things don’t work or look different.
Deliver as Unity Package with:
Unity settings
Unity Version 2020.3.30
Working with the latest Oculus Intergration (38.0)
Build Settings:
Build Platform: Android
Texture Compression ASTC
Compression method: LZ4
Color Space: Gamma
Scripting backend: IL2CPP
API compatibility level: .NET 4x
Target Architectures: ARM64
Universal Render Pipeline
Can make use of VFX Graph or Shader Graph (Android VR optimized)
Unity scene
Each size-variation as a separate scene (see page reg. Sizes)
Different layouts for each dimension
No height differences in the level (No stairs)
Used models
Polygons in scene 500K
Separate objects (No shared meshes)
Used materials / Shaders
Realtime lights NO BAKE!
No colliders or nav mesh agents