UE4 Spectator Screen feature is a great (and less jittery) way to showcase VR interactions. Here's a prototype I've worked on trying to improve UI affordance #MadeWithUnreal #VR #UX pic.twitter.com/mm47vkq12F
— Gabriel Martzloff (@_Breizhel) May 3, 2018
Some labels I worked on for the AirCanada VR experience by @neutraldigital Shamelessly inspired by the amazing wobbliness of the labels in the @oculus tutorial. #UE4 #MadeWithUnreal #VR pic.twitter.com/FBsvrtjP6P
— Gabriel Martzloff (@_Breizhel) March 1, 2018
I'm no bird expert but it looks like I nailed this vertex animation at the first go #UE4 #MadeWithUnreal pic.twitter.com/0b3RrX2pOA
— Gabriel Martzloff (@_Breizhel) February 28, 2018
Really happy about the feel of these interactions in VR. Next step would be to test these in a real context and assess their efficiency #VR #UX #UE4 #MadeWithUnreal pic.twitter.com/1GCGyi597l
— Gabriel Martzloff (@_Breizhel) February 27, 2018
This system is driven by velocity so it is quite easy to give a sense of weight by tweaking acceleration and "resistance" values #VR #UX #UE4 #MadeWithUnreal pic.twitter.com/cjqMVH2cDX
— Gabriel Martzloff (@_Breizhel) February 27, 2018
I have been experimenting with different ways of moving/rotating objects in VR. It's still a WIP but it gives quite a lot of control #VR #UX #UE4 #MadeWithUnreal pic.twitter.com/0AXifJai2y
— Gabriel Martzloff (@_Breizhel) February 27, 2018
Quite happy with this cheeky fake liquid shader. Also, the paint color is linked to a Pantone database so I can input actual Pantone codes (coated). @neutraldigital #MadeWithUnreal #UE4 pic.twitter.com/LxxCrOhLKv
— Gabriel Martzloff (@_Breizhel) February 22, 2018
Pulling and pushing vertices #UE4 pic.twitter.com/obb15bOLmi
— Gabriel Martzloff (@_Breizhel) December 13, 2017
I've worked on this timer UI material ( No textures used ). You can grab it here: https://t.co/Gie2uWGzHX … #UE4 #madewithUnreal pic.twitter.com/lmWPbSeEIe
— Gabriel Martzloff (@_Breizhel) February 20, 2018
Transition effect I worked on for a quick VR prototype of plane livery at @neutraldigital #VR #MadeWithUnreal #UE4 pic.twitter.com/AJz2QQVvaL
— Gabriel Martzloff (@_Breizhel) February 15, 2018
Using @Mixamo animations for the first time and they are brilliant #UE4 #MadeWithUE4 pic.twitter.com/47CRt8kM5v
— Gabriel Martzloff (@_Breizhel) December 14, 2017
The new "repaint" feature was so useful to get these Mediterranean tones right #tiltbrush #vr pic.twitter.com/9AXgNAWjSf
— Gabriel Martzloff (@_Breizhel) July 3, 2017
Early draft proposal for my very first contract project using tilt brush #tiltbrush #vr #oculusrift pic.twitter.com/gFsLcHEY68
— Gabriel Martzloff (@_Breizhel) June 27, 2017
Can now edit "scan" width/height/density at runtime. Got carried away with the shader tho #madewithunity pic.twitter.com/vHlEOOupnq
— Gabriel Martzloff (@_Breizhel) February 25, 2017
Some #unity experiment inspired by After Earth "topographic" view. needs optimization. Thinking about cool VR implementation #madewithunity pic.twitter.com/BKQ9uBolF8
— Gabriel Martzloff (@_Breizhel) February 24, 2017
#tiltbrush #unity experiment no2 #madewithunity https://t.co/kTGpjYNlN9 pic.twitter.com/s46MIuAtkH
— Gabriel Martzloff (@_Breizhel) February 5, 2017
Playing with the @tiltbrush toolkit for #unity and some custom shaders #calligraphy #madewithunity #tiltbrush pic.twitter.com/bRbc7JEPnM
— Gabriel Martzloff (@_Breizhel) February 4, 2017
#calligraphy x #tiltbrush blown away by the experience pic.twitter.com/UCIGEqHmW0
— Gabriel Martzloff (@_Breizhel) August 16, 2016