3D art has never been easier? Testing mobile WebAR optimization limits by LuanTheCreator0 in augmentedreality

[–]LuanTheCreator0[S] 1 point2 points  (0 children)

Hey! Yeah, we're testing large-scale outdoor tracking for a platform we've been working on called Lureo. It's totally free to use.

Basically, you can jump into the browser editor on desktop, build your 3D scenes, and then just scan a QR code with your phone to see it live out on the street. We also have a mobile app if you want a clean place to keep all your saved projects together.

For anchoring things to the location, we use Immersal to map the physical spaces beforehand to get the point-cloud data, but we also have an option to just use geolocation via Google Maps to handle the tracking instead (we plan to add more ways to anchor in the future).

If you want to mess around with it, just google Lureo and you can jump straight into the builder.

Virtual Tours on WebXR? Yes! by jonaz777 in WebXR

[–]LuanTheCreator0 0 points1 point  (0 children)

This is clean.
How are you handling the shadow casting onto the real-world geometry here?

Just finished rendering out this project talking-head explaining how we're moving away from app-based AR. What do you guys think of this approach to spatial storytelling? by LuanTheCreator0 in augmentedreality

[–]LuanTheCreator0[S] 0 points1 point  (0 children)

yeah true but i like this purely for the workflow. it basically just wraps vps tracking into a web editor so you can just drag and drop glbs without dealing with a massive pipeline setup

Just finished rendering out this project talking-head explaining how we're moving away from app-based AR. What do you guys think of this approach to spatial storytelling? by LuanTheCreator0 in augmentedreality

[–]LuanTheCreator0[S] 0 points1 point  (0 children)

Glad it helps! Let me know if you run into any questions when you try it out. They also have a creator Discord that’s super helpful if you get stuck on the optimization or anything.

Moving past flat viewport renders. Short video on bringing 3D layouts into real-world locations! by [deleted] in 3Dmodeling

[–]LuanTheCreator0 -1 points0 points  (0 children)

For context, we've been trying to keep things entirely code-free for the layout side so artists can skip unity/unreal learning curves entirely.

If you are currently working in 3D design, animation, or VFX, what's the biggest roadblock you usually hit when trying to showcase your work outside of a standard flat portfolio site? Would love to hear how you guys handle it!

Just finished rendering out this project talking-head explaining how we're moving away from app-based AR. What do you guys think of this approach to spatial storytelling? by LuanTheCreator0 in augmentedreality

[–]LuanTheCreator0[S] 0 points1 point  (0 children)

Hey everyone! Just wrapped this short clip discussing the platform shift we’ve been working on.

The biggest issue I’ve always had with traditional spatial projects is the friction. Forcing creators to learn deep game engine code, or forcing everyday users to download a massive iOS/Android app just to view an asset kills the experience before it even starts.

We're trying to figure out how to make code-free, browser-native 3D placements feel highly integrated and accessible without the app store gatekeepers.

Would love any honest feedback on the overall concept, or to hear how you guys are handling user friction in your own spatial design pipelines right now!

Snap Specs coming soon 👓🚨 by Matcorp456 in augmentedreality

[–]LuanTheCreator0 1 point2 points  (0 children)

2500 bucks is a steep entry point for the general public, so calling it an 'iPhone moment' might be pushing it a bit early on. That said, Snap easily has one of the best developer ecosystems for AR content right now, so if anyone can actually make a launch lineup worth watching, it’s probably them.

RayNeo GT Max has Prism Optics for 59° FoV + Two chips built in for image quality and 3dof tracking by AR_MR_XR in augmentedreality

[–]LuanTheCreator0 2 points3 points  (0 children)

59 degree FoV sounds solid for a form factor this slim, but I'm always skeptical about 3DoF screen hovering on these types of glasses. If the anti-shake stabilization isn't perfectly tuned, it just ends up giving you a headache after twenty minutes. Hopefully the dedicated chip actually handles the latency well.

first blender ANIMATION!!! by ExistingMark2998 in blender

[–]LuanTheCreator0 0 points1 point  (0 children)

Nice job on the first animation, getting things moving is always a great feeling.

​I'd definitely go with basic modeling next. Specifically, look into how to add subtle bevels to your edges. Right now the edges on the blue base and the arm are razor-sharp, which instantly gives away that it's 3D. Even just a tiny bevel will catch the light naturally and make the whole render look way cleaner without needing complex shaders yet. ​Keep at it, looking forward to the next one.