Dinali Chamber VR

I did modeling, texturing, and shading to create accurate Homo naledi bones for use in an exhibit at the Perot museum in Dallas, TX.

I retopologized hi res scan data models to fit within polycount limits. Afterwards, I UV’d, textured, baked normals, and created occlusion, roughness, and metallic maps that fit with reference. Models were imported into Unreal Engine and optimized for the standalone Oculus Go headset.

 

 

 

Perot-Museum-Main-Page-1Being-Human-Hall-VR-Experience21441881691_homo-naledi

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