“SHOPPING MALL VR” – PILOT PROJECT
Task: Unity based 3-D VR application for simulating movement and interaction in a
Shopping mall
Description: When the user enters the VR environment and he will find himself on a
gallery and on his left side is the bottom floor, garden and furniture. And on my right side
I can see the windows of shops, while positioned on the gallery.
In our VR environment, within in there we want to present content to the end-user. The
user is looking at a shopping window and can see inside, and on the side of this shopping
window there is a television and looking at the screen turns the television on and content
is displayed.
The second thing that we added is, than the user can also move in the VR environment
along the gallery so he/she can look at the next window at the next shop.
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
Workflow
Phase I: 3-D Environment Development and Design
Part I: Exploring & Creating the Concept
Part II: Upgrading Model in 3Ds MAX
Part III: Model modification in Cinema 4-D
Software used:
AutoCAD
3Ds Max
Cinema 4-D
Phase II: Integration of the 3-D model into Unity with interactive features
Part I: Unity Project setup
Part II: Cardboard plugin integration
Part III: Movement trigger scripts
Part IV: Shopping mall 3D model import and optimization
Part V: Sound effects
Part VI: Intro video
Part VII: API Call Integration
Creative suggestions
Software used:
Unity
Unity plugins
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
PHASE I: ENVIRONMENT DEVELOPMENT
AND DESIGN
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
I PHASE - EXPLORING & CREATING CONCEPT
For our research we decided to browse the internet for examples (pictures, blueprints
and etc.) of space that fits our main goal.
Our target is a specious contemporary shopping mall, which resulted in following
examples listed below which inspired our work.
Shopping Mall concept examples:
SOURCE:
[Link]
[Link]
[Link]
PICS:
[Link]
[Link]
[Link]
Interior and retail stores examples:
SOURCE:
[Link]
[Link]
PICS:
[Link]
[Link]
[Link]
[Link]
[Link]
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
[Link]
[Link]
AutoCAD - basics and 3D modeling
The actual concept plain was created in AutoCAD, which was also used to build up a
preliminary model. The blueprint was done from scratch based on functional aspects and
our visual aesthetics in accordance with the previous examples.
After this part, we created a model from the basics with the separated layers and
integrated forms of same materials to get a complete perspective.
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
When the initial setup in AutoCAD was done, we exported it to 3Ds MAX for additional
finalization where it was adjusted and upgraded to a final model.
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
II PHASE – UPGRADING MODEL IN 3DS MAX
After the finalization in AutoCAD, we exported the AutoCAD file into 3Ds MAX and
created camera as a view point for perspective.
The next step was to assign materials to the floor, ceiling, glass and adjust the maps to
suit our surface.
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
After that, the importing of equipment to the hall and inside stores, scaling them to fit
our space.
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
Another point of view is the wide space with the bar and furniture on the first floor
designed for relaxation.
Lighting of the mall was solved as a combination of artificial (lamps placed on the
ceilings of the hall and shops) and natura (zenith) lighting. Spatial elements such as
sitting cubes on the ground floor, sculpture on the first floor or the bar ambient,
contribute to the overall visual impression and representation of the interior design.
On this stage the model was ready to be exported to Cinema 4-D for further and final
modifications.
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
III PHASE – MODEL MODIFICATIONS IN CINEMA 4D
Because of the large number of polygons of which the equipment is made, our goal was
to reduce them so the entire model could be optimized for better performance.
Pictures of free downloaded models can be seen from this link: [Link]
After the process of optimization was done we have gone from initial 3.780.584
polygons, we successfully reduced it to 186.487 polygons.
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
We already did assigned materials to some surfaces in 3Ds Max, in Cinema 4D we
improved their quality and some new details were put inside the model – wood for the
bar and portals, marble for the wall behind the bar, black and grey granite for sitting
cubes, etc.
Different materials used in interior:
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
Thanks to all these elements, textures and lighting, the entire mall represents one wide
pleasant environment.
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
PHASE II: INTEGRATION OF THE 3-D
MODEL INTO UNITY WITH INTERACTIVE
FEATURES
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
I PHASE – UNITY ANDROID PROJECT SETUP
Initial configuration and setup of the environment needed to work on this project
II PHASE – CARDBOARD PLUGIN INTEGRATION
Configuring of the dual camera view, raycasters and pointers.
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
III PHASE – MOVEMENT TRIGGER SCRIPTS
ViewPoint script attached on each viewing point. Click will trigger the user to walk on
exact locations. Events are triggered with Unity native Event Trigger scripts.
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
IV PHASE – SHOPPING MALL 3D MODEL IMPORT AND
OPTIMIZATION
Initial model size was 120 MBs. In coordination with our 3D modelers we managed to
reduce the size and optimize the model size to 22 MB with textures, which is an 80%
effect from the initial start.
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
V PHASE – SOUND EFFECTS
Bluish circle represent the area that sound sources are covering. One sound source
follows the user playing looped sound of shopping mall noises. It was implemented to
give the player a better experience while using the VR app.
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
VII PHASE – INTRO VIDEO
As we have determined playing video inside VR Demo, after detailed research we found
out that video can be played on handheld devices only in full screen via default Unity
options (as we have integrated the Intro Shindiri video). This video can also represent a
sort of advertisement of the firm or some other party involved in similar projects.
Video played as texture on certain 3-D objects (as in this case the TV screen) is possible
only as an image sequence synced with separate sound source.
We have set 2 TV sets one to be called the API when triggered, and the other one to
play the video from source.
We have bought the plugin which will be responsible for making audio and video
sequences come to life inside the application.
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
VII PHASE – API CALL INTEGRATION & ADS TRIGGER SCRIPTS
As talked, we tried and managed to integrate the simple script with calls to your API. On
each interaction with the TV screen, the script will call the API content type GET method
and respond with a Random ID from the JSON file.
ID will then choose what photo to show on the screen depending on the response.
(Exp. ID 5: JSON will always return the same image)
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
CREATIVE SUGGESTION
We have took some time to think out of the box and try to set a perspective to the end
user to take the most out of this environment that we created. In order to get this going
we have come up with some ideas which can be implemented when the API is finished.
Inside the VR environment we have set some objects who can be also triggers to get the
respective content from them.
It is planned to play an audio file from the API and cover only the area around the
source of that audio. If you are not close you will not hear that sound. We setup 2
speakers around the bar which can be triggers for getting audio file played.
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
The other idea we had is to set up an ads stand, which will be visible inside the VR
environment. The stand can be populated with content: pictures, text or even video,
later when the API is functional. As it would simulate real world stands for
advertisements.
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow
TESTING
In order to get the real perspective of the app itself we acquired a pair of VR googles so
we can test the application in the environment it is supposed to work in.
We have been objective and have undergone to a complete testing flow from the
ambient, lightning, shadows, textures to the functionalities and movement.
SOURCE CODE:
Link to VRDemo apk: [Link]
Shindiri Studio & Ates Soft, 2016 Documentation and Workflow