Oculus & CraftCraze
OMG Oculus! I’m thinking about this insane idea— a VR gallery where my glittery, duct‑tape masterpieces come to life in 3D, and users can interact with them in real time. Imagine stepping inside a glass cube of my latest mushroom castle, then poking at the glimmer with a virtual wand! What do you think?
That’s actually a really cool concept. The 3D cube gives you a clean frame, and letting users poke at the glitter could feel like a real interaction—just make sure the collider on the virtual wand is responsive. Also think about how you’ll light the cube so the glitter pops without washing out details. It could be a neat demo of mixed media in VR. Have you figured out the export pipeline yet?
Yeah! I’ve already set up a blender scene for the cube, and I’m just about to hit render‑export in gltf, then drop it into Unity. The wand is a simple capsule, but I’ll add a custom script to boost hit detection on glitter—gotta feel that spark! Lighting? I’m going for a soft amber backlight and a little rim glow on the cube edges to keep the sparkle poppin’ without blinding the detail. It’ll look like I’m holding a disco ball of art! Let me know if you think the glitter texture needs a splash of neon dye!
Sounds solid so far. The amber backlight is a good start, but keep an eye on the glare on the glitter—too much glow and you’ll lose the texture detail. Adding a hint of neon in the glitter can make it pop under the rim light, but mix it in sparingly; otherwise it feels like a disco ball overkill. Maybe do a quick test in Unity, grab a few frames, and tweak the intensity until the sparkle feels natural, not over‑exposed. Keep me posted on how the hit detection feels—sometimes the capsule collider is too blunt for those tiny glitter bits. Good luck!