The following collection of assets are from the Ambulance Orientation Simulation created for paramedicine students by the Centre for Virtual Reality Innovation at Conestoga College. The primary goal of the simulation is to learn to quickly locate visually identifiable tools and supplies so that the students can familiarize themselves with where said items are commonly kept on real world ambulances (in Ontario specifically).
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As I have created a large number of assets for this project, I have opted to put the assets into groups (based on their uses) and have made dedicated posts for each grouping. For this post, I'm featuring the revisions I made to the purchased Ambulance Model used for the project. Notations have been added to each render set to indicate the associated changes. Explore the other entries in my Ambulance Project Portfolio posts to see the other assets that I created for this project!
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All assets created for the simulation are heavily optimized for use in the Unity game engine, with a very strong focus on ensuring that geometry counts for each asset were as little as possible and that texture image and file sizes were similarly optimized to a high degree.
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This Ambulance model was originally a Purchased asset that was missing the Rear Right, Front Left, and Rear Left external compartments, and was using a paint job that was not visually the one used by the real world Conestoga College training ambulance. The asset also required some extensive geometry cleanup work to cleanup the geometry and ensure surfaces rendered cleanly.
The purchased assets Models were subsequently modified in Blender, where the associated changed elements had Normal Maps and AO Maps generated using the addon TexTools (specifically, Tangent Bevel Bake and AO Bake). The modified model elements and their associated bake maps were then exported to Substance Painter for PBR texturing, specifically using an MRO style to combine the Metallic, Roughness, and Ambient Occlusion textures. PDN (paint.Net) was then used for Image Editing if any touchups were required. Textures were then run through Caesium Image Compressor to optimize the file sizes of the textures while ensuring little loss of detail, achieving very low file sizes (often in the 10's - 100's of kilobytes range). Files were then imported into Unity for use with a MRO Shader.