Getting a model Rift-ready


For the most part of this week I’ve been working on prepping a model to be used for an Oculus Rift project (my first Rift project as well – so it’s pretty exciting). The project belongs to Peter Evers, a professional photographer who is examining the difference between the “real” self and the “digital” self that is presented to us through ever-increasing forms. What sense does a computer make of the information it assimilates about us? How interesting are the mistakes that a program makes in recreating us? How do these representations make us feel? Working with Peter has been very cool – the guy is a maven! Even if he is partial to a bit of death metal…

Anyway, the model came from the awesome guys at Ten24 but Peter wanted his own head scanned and placed on the model instead of the one that came with the model. I’ve never done a head transplant before. I don’t think medical science has either. So that’s cool. After Peter’s head was scanned, it came in several parts as you can see below

The geometry for Peter's head before merging.
The geometry for Peter’s head before merging.

But in order for it to be used within the Oculus Rift, it had to become one “airtight” piece of geometry – which you can see in the next picture. This meant some time spent aligning geometry, deciding what was useful, making sure each piece had the right amount of vertices to enable them to be joined together and getting them merged. I’m looking forward to seeing it inside the Rift next.

The geometry after being merged.
The geometry after being merged.

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