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VRF VR 2.0

The VRF 2.0 project was meant to build upon the success of the initial Ductless VR project, by offering a more in-depth sales and marketing presentation of the VRF product line. The goal was to put contractors and engineers inside a historic building to retrofit with VRF technology.

Video walkthrough.

Initial concept for the 3D blueprint.

Final version of the 3D blueprint.

Final version of the 3D blueprint.

Placing equipment in the blueprint triggers a fade-in animation on the full-scale scene equipment.

Placing equipment in the blueprint triggers a fade-in animation on the full-scale scene equipment.

A piano was added as set dressing. I was compelled to make it functional. Works best with Valve Index controllers.

A piano was added as set dressing. I was compelled to make it functional. Works best with Valve Index controllers.

Piping is done via animators on each pipe and piece of equipment, controlled via timeline, triggered when placing the final equipment in a zone.

Piping is done via animators on each pipe and piece of equipment, controlled via timeline, triggered when placing the final equipment in a zone.

The first time placing equipment, a sales pitch is shown with a simple rotator and UI animations.

The first time placing equipment, a sales pitch is shown with a simple rotator and UI animations.

We wanted users to grab pices from the toolbox, so I created a little door flip animation with faux-LED-array UI acting as a title.

We wanted users to grab pices from the toolbox, so I created a little door flip animation with faux-LED-array UI acting as a title.

Rather than attempt full teleport controls, we have the user place a pawn object in the desired location in the 3D blueprint. Simpler and more comfortable.

Rather than attempt full teleport controls, we have the user place a pawn object in the desired location in the 3D blueprint. Simpler and more comfortable.