Website powered by

Bang & Olufsen AR and web3D

I've had the fortune of being lead artist for the Bang & Olufsen AR Experience app these last couple of years. A job requiring both a very solid grip on optimization of both 3D- and texture data. Since the app lets you customize and animate the products, a lot goes into setting up the internal logic of the models and materials. For instance. every mesh needs a specific name to make it possible for the code to switch parts out on the fly.

A peek inside the Unity editor and the basic functionality. The material switching is made possible by code and at run time.

The models and materials needs to follow certain naming conditions to accommodate this functionality. The bright colors in the base model make identification easier at a glance

The models and materials needs to follow certain naming conditions to accommodate this functionality. The bright colors in the base model make identification easier at a glance

The same basic set up works for webGl.