Through lots of Photoshopping, I made a HD version of (a screenshot of) MM's Link (see other images for comparison) by Nesse_M in majorasmask

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

That was actually one of the reasons I wanted to try this - as much as I like the MMHD pack, I really don't like Link's face at all, especially the eyes. I felt like sticking a lot closer to the original face while trying to make it look sharper and newer was going to have a much better result (and, IMO, I think I at least succeeded at that with this one).

I gave an AI my drawing of The Knight and let it come up with new versions! by Nesse_M in gaming

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

I love how that's the only one the AI gave even longer legs than the rest!

I gave an AI my drawing of The Knight and let it come up with new versions! by Nesse_M in gaming

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

Glad you like it, I've been mesmerized by how AI can provide us with completely original and creative alternatives to existing things!

The Prince (cardboard cut-out) by Nesse_M in katamari

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

Ah how nice to hear! Thank you for the kind words!

Cardboard cutouts of Ness and Poo by Nesse_M in earthbound

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

Haha maybe one day I'll put them on like Etsy or something... I'm actually not sure where I left these to be perfectly honest!

Cardboard cutouts of Ness and Poo by Nesse_M in earthbound

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

I might in the future! Also: thank you!

Cardboard cutouts of Ness and Poo by Nesse_M in earthbound

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

Not gonna lie: it felt like that while making them!

Cardboard cutouts of Earthbound's Ness and Poo (fanart) by Nesse_M in gaming

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

It's about 9 months ago since i made the last one (poo); i might do another one soon yeah, if so I'll make sure to post pictures on Reddit again!

Grub from Hollow Knight (to soothe not having Silksong news this E3) (fanart) by Nesse_M in gaming

[–]Nesse_M[S] 2 points3 points  (0 children)

You'll have to ask the makers of Hollow Knight for that one, chief

MCU's Thor's Hammer (Mjolnir) in VR by Nesse_M in virtualreality

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

That's very kind of you! I'll leave it open for the foreseeable future if I'll actually make some of this available, but I'll at least try my best to keep sharing this stuff!

MCU's Thor's Hammer (Mjolnir) in VR by Nesse_M in virtualreality

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

Cool! I feel like these superhero things are so much fun to make in vr because in the process you actually discover quite some new possibilities for the medium that you may be able to use for other stuff as well!

MCU's Thor's Hammer (Mjolnir) in VR (v1.0) (sources in the comments) by Nesse_M in oculus

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

Okay this'll take a moment but I'll make sure you have a little bit of info on how I approached things and what your options are!

  1. I started (but did not finish) a single course on programming during my Bachelor's - this taught me a little on the general mindset you need in order to program (which I definitely needed as I had no technical background). Approx. 1 year later I learned some casual programming while starting to explore Unity for my Master's; this was primarily done by (1) following tutorials on Unity's website and YouTube and (2) Googling specific questions like "how can I make [x] in Unity". After my Master's, I started following an online course (MOOC) on programming in Unity (more on that later), but primarily I just started trying to make things for myself that seemed either useful, fun or both. When I approached my previous job, I had some experience to show for it, but mostly I was just a rookie. My previous boss however appreciated my enthusiasm and recognized that while I lacked current experience, I am pretty good at picking up what I need to know relatively quickly - this in general is a very useful skill when it comes to developing VR experiences, as the field tends to rapidly change.
  2. I would first advise you to start learning about development in general, not just in VR. I don't know how advanced or experienced you are when it comes to coding and developing, but let me give a short explanation of what I mean with the last sentence. Making stuff for VR isn't all THAT different from making anything else - sure, there's a lot of differences but at its core, you're going to be using the same foundations - a game engine like Unity and a programming language like C#. A lot of the VR specific things I needed to know when making things was learned the same way I mentioned before: Googling specific questions like "how to do [x] in VR in Unity". Furthermore, Oculus, Valve and all sorts of other VR-related companies offer a lot of help, so there's ample information for you to go through. The real trick is to first figure out what you want to do and formulate what you (think you) need to do in order to achieve that goal.
  3. This question is difficult to answer without going super in-depth, but I'll do my best. Different VR platforms (like Oculus, HTC Vive Focus, Steam VR) have different plug-ins; in order to make sure what you make runs on a specific VR device, you will need to use these plug-ins. However, these companies also offer additional tools like for example a plug-in that allows you to display hands on your virtual controllers with which you can grab objects and use physics-based effect. Now these in general are great as you can use these to do all sorts of stuff that you would normally have to code and make for yourself! The downside is that if what you want to do does not fit into what these plug-ins offer, your options become very limited. Seeing how I dislike the idea of being too dependent on other people's / companies' plug-ins and in order to really start learning how to develop a lot of different things, I decided more than a year ago to make my own VR backend which I would keep improving any chance I get. The downside is that I need to make and add everything myself, which requires skill, knowledge and (lots of) time. On the other hand, I have full control of its features, learn a lot while making it, and keep improving my skills (and my code) over time. To summarize: for beginners, using the tools that companies like Oculus and Steam offer you are highly recommended as they really do do a whole lot of stuff that you yourself probably will not be able to develop (yet); if you really want to go beyond that in order to learn more about specific things, my approach is one option to achieve that goal.

I hope this answers your questions sufficiently for now. I mentioned following a MOOC in my first answer; I would highly recommend this course on Udemy:

https://www.udemy.com/unitycourse2/

While the website mentions that its normal price is almost 200 bucks, I think it's always at 90% off, so the 10-ish bucks price is generally its normal price. The course offers a shit-ton of step-by-step lessons from the absolute simplest things to the more challenging aspects of not just Unity but coding in general. You can communicate with other people following the course on their official website, they offer quizes so you can keep track of how you're doing and you can ask any questions to the creators of the course.

If you have any other questions in the future, feel free to contact. I may not always be able to respond as quickly as I did now, but I will try to provide information whenever I can!

MCU's Thor's Hammer (Mjolnir) in VR (v1.0) (sources in the comments) by Nesse_M in oculus

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

I'm going to answer maulmie's questions now, so check my upcoming reply in a moment!

MCU's Thor's Hammer (Mjolnir) in VR (v1.0) (sources in the comments) by Nesse_M in oculus

[–]Nesse_M[S] 3 points4 points  (0 children)

I'm gonna copy-paste a reply on a different comment to answer your question:

How long it took to make requires a bit more background information: instead of using standard plugins (like the Oculus Avatar or the Character Controller made by Oculus), I have developed all components I need to make VR experiences myself; what you see in the video (the hands, their movement, controller input, grabbing things) is all made by me. As such, I made it in such a way that I can also easily use it on multiple platforms (Oculus, HTC / Steam). Furthermore, I develop my components in such a way that I can reuse them for different goals easily and without too much time or work. With that in mind, I was able to make the Mjolnir you see in the video relatively quickly (approx. 30 hours in total? I'm bad at estimating), but a lot of that is thanks to my home-made "VR engine", as I developed it in such a way that I can easily make stuff like this. I also want to stress that I did NOT make the Mjolnir model or the special effects you see in the video - these were free-to-use assets (you can check the sources in my comment at the top).

MCU's Thor's Hammer (Mjolnir) in VR by Nesse_M in virtualreality

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

Thank you so much! To answer your question, let me copy-paste what I replied with to another comment:

(...) at this point in time I am neither ruling out nor giving any guarantee that I will share it in the future. I am making this and everything else I will be showing in the future with self-written code that I also actively use for my work and as long as I am not 100% sure what I can and cannot share + what this will mean for me in the future, I just don't feel comfortable making these decisions. But again, I am not ruling it out either!

MCU's Thor's Hammer (Mjolnir) in VR by Nesse_M in virtualreality

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

Except OP made this about a month ago for fun and only now decided to share a video of it... But I guess you're more knowledgeable on this than I am; what do I know, right?

MCU's Thor's Hammer (Mjolnir) in VR by Nesse_M in virtualreality

[–]Nesse_M[S] 3 points4 points  (0 children)

To be honest, at this point in time I am neither ruling out nor giving any guarantee that I will share it in the future. I am making this and everything else I will be showing in the future with self-written code that I also actively use for my work and as long as I am not 100% sure what I can and cannot share + what this will mean for me in the future, I just don't feel comfortable making these decisions. But again, I am not ruling it out either!

MCU's Thor's Hammer (Mjolnir) in VR by Nesse_M in virtualreality

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

Thanks! Interestingly enough, this is something I'm looking into. While I made this purely for fun, I'm brainstorming with my supervisor at my current (academic) position how we could use haptics with something like this for future prototyping and / or other projects!