Windows Mixed Reality builds on the decades of investment Microsoft has made into DirectX. All of the experience and skills developers have with building 3D graphics continues to be valuable with HoloLens.
The assets you create for a project come in many shapes and forms. They can be composed of a series of textures/images, audio, video, 3D models, and animations. We can’t begin to cover all the tools that are available to create the different types of assets used in a project. For this article, we’ll focus on 3D asset creation methods.
Concept, creation, integration, and iteration flow
When looking at the experience, you’re trying to create, think of it as a budget that you can spend to try to create the best experience. There aren’t necessarily any hard limits on the number of polygons or material types you can use in your assets. Think of it more as a budgeted set of tradeoffs.
Below is an example budget for your experience. Performance isn’t a single point of failure, but death by a thousand cuts.
Assets | CPU | GPU | Memory |
---|---|---|---|
Polygons | 0% | 5% | 10% |
Textures | 5% | 15% | 25% |
Shaders | 15% | 35% | 0% |
Dynamics | |||
Physics | 5% | 15% | 0% |
Real-time lighting | 10% | 0% | 0% |
Media (audio/video) | - | 15% | 25% |
Script/logic | 25% | 0% | 5% |
General overhead | 5% | 5% | 5% |
Total | 65% | 90% | 70% |
Total number of assets
Complexity of assets
Both the developers and artists have to consider the capabilities of the device and the graphics engine. Microsoft HoloLens has all of the computational and graphics built into the device. It shares the capabilities developers would find on a mobile platform.
The asset creation process is the same whether your experience targets a holographic device or an immersive device. The primary thing to note is the device capability and scale. You can see the real world in mixed reality, so you’ll want to maintain the correct scale based on the experience.
We’ll start with the ways to get assets for your project:
Authoring tools
First you can create your own assets in several different ways. 3D artists use various applications and tools to create models, which consist of meshes, textures, and materials. This is then saved in a file format that can be imported or used by the graphics engine used by the app, such as .FBX or .OBJ. Any tool that generates a model that your chosen graphics engine supports will work on HoloLens. Among 3D artists, many choose to use Autodesk’s Maya because it can use HoloLens to transform the way assets are created. If you want to get something in quick, you can also use 3D Builder that comes with Windows to export .OBJ for use in your application.
Object capture
There’s also the option to capture objects in 3D. Capturing inanimate objects in 3D and editing them with digital content creation software is increasingly popular with the rise of 3D printing. Using the Kinect 2 sensor and 3D Builder you can use the capture feature to create assets from real world objects. This is also a suite of tools to do the same with photogrammetry by processing several images to stitch together and mesh and textures.
Another excellent option is to purchase assets for your experience. There are a ton of assets available through services such as the Unity Asset Store or TurboSquid among others.
When you purchase assets from a third party, you always want to check the following properties:
In some cases you’ll be handed existing assets that were originally built for other devices and different apps. In most cases, these assets can be converted to formats compatible with the graphics engine their app is using.
When porting assets to use in your HoloLens application, you’ll want to ask the following questions:
Another option for larger projects that require more assets than your team is equipped to create is to outsource asset creation. The process of outsourcing involves finding the right studio or agency that specializes in outsourcing assets. This can be the most expensive option but also be the most flexible in what you get.
Outsourcing can work well based on your projects timeline but requires more oversight to guarantee that you get the right assets you need the first time.