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Medical VR/AR Assets

A collection of two assets I've produced for use in a VR/AR environment.

Both models were made in 3Ds Max, Unwrapped there and prepared for export to Substance and Unreal Engine.

The Pipet was textured in Substance Painter while the Cell Culture Bottle had simple textures made in Photoshop for the bottle cap and label while the materials were produced inside of UE4 as instanced materials based on a simple master material to help with performance and also to use both "Standard" materials and Translucent materials for the clear plastic and liquid.

The Pipet uses the UE4 maps export where the Ambient Occlusion, Roughness and Metallic are stored in one texture with the Base Colour and Normals stored in their own, again with a master material these sorts of maps can be effectively used in engine to reduce shader complexity on the model.

Parts of each mesh were separated to enable some animation/interactivity, the push button, tip ejector button and tip were separated to allow them to move up and down from simple button commands. The top for the bottle was similarly separate and can rotate, move off the bottle and place in front of it simply with blueprints.

I only hope to get better at this with hopes of producing top quality assets and spaces for interactive use.

Gilson Pipetman Classic P1000

Poly Count - 10,772

Cell Culture Medium Bottle

Poly Count - 3,253

Forgive the quality, the assets in engine with some simple interactivity from separating parts of the mesh and with materials applied.

Pipet in UE4

Pipet in UE4

Pipet in UE4

Pipet in UE4

Pipet in UE4

Pipet in UE4

Bottle in UE4

Bottle in UE4

Bottle Cap in UE4

Bottle Cap in UE4

Bottle in UE4

Bottle in UE4

The Pipet in 3Ds Max.

The Pipet in 3Ds Max.

Wireframe in 3Ds Max. I was worried about including too much or too little detail in the mesh, however the models are all saved with a "stack" and they can be easily optimised in 3Ds Max without the need to change the UV's.

Wireframe in 3Ds Max. I was worried about including too much or too little detail in the mesh, however the models are all saved with a "stack" and they can be easily optimised in 3Ds Max without the need to change the UV's.

The Cell Culture Bottle in 3Ds Max.

The Cell Culture Bottle in 3Ds Max.

Wireframe in 3Ds Max, this was optimised from the first version, again I wanted to maintain a high quality asset but poly count for this did not matter so much compared to the expensive translucency shaders required for the Glass and Liquid in UE4.

Wireframe in 3Ds Max, this was optimised from the first version, again I wanted to maintain a high quality asset but poly count for this did not matter so much compared to the expensive translucency shaders required for the Glass and Liquid in UE4.

UV's for the Cell Medium Bottle, these are fully flat for Substance Painter

UV's for the Cell Medium Bottle, these are fully flat for Substance Painter

UV's for the Bottle Cap, I chose to separate these from the bottly to get a larger texture resolution for the part of the asset alone, perhaps it can even be used on other bottles as a single asset.

UV's for the Bottle Cap, I chose to separate these from the bottly to get a larger texture resolution for the part of the asset alone, perhaps it can even be used on other bottles as a single asset.

UV's for the bottle, overlapping as I used different materials in UE4 for the different parts of the bottle, the label has a larger texture area so the details will display better in UE4 and parts like the clear plastic and liquid require no maps.

UV's for the bottle, overlapping as I used different materials in UE4 for the different parts of the bottle, the label has a larger texture area so the details will display better in UE4 and parts like the clear plastic and liquid require no maps.

UV's for the Pipet, baked out in colour to produce an ID map for use in Substance Painter.

UV's for the Pipet, baked out in colour to produce an ID map for use in Substance Painter.

Base Colour for the Pipet from Substance Painter.

Base Colour for the Pipet from Substance Painter.

Normal map for the Pipet from Substance Painter.

Normal map for the Pipet from Substance Painter.

Ambient Occlusion, Roughness and Metallic maps from Substance Painter, the 3 are stored in the RGB channels to reduce files and size in engine.

Ambient Occlusion, Roughness and Metallic maps from Substance Painter, the 3 are stored in the RGB channels to reduce files and size in engine.