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 various Paramedic Bag assets. 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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Models were created in Blender, where Normal Maps and AO Maps were also generated using the addon TexTools (specifically, Tangent Bevel Bake and AO Bake). The model and 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). The assets were then rigged and action animations created to open each bags compartments. This was done to work in conjunction with the simulations Bag Explosion system. The finished assets were then exported using the Blender ACT Addon. The Files were then imported into Unity for use with a MRO Shader and then implemented using a state machine that was accessed through code to call each animation as the player accesses each compartment.
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Short animation renders have been included that show the bags rendered out and playing each action animation in sequence (a zipper opens, lid opens, lid closes, zipper closes) as appropriate. Each action animation could also be sped up and slowed down when needed. As each Bag is viewed very close up by the player, a high degree of detail was warranted and so each bag has been broken up into a number of 1024x1024 texture sets to allow for higher texel density.
Rigged Trauma Bag Action Animations - Rendered Sequence of all Actions
Rigged Trauma Bag Action Animations - Viewport Rendered Sequence of all Actions showing Wireframes with Bones Selected to show movements
Rigged ALS Bag Action Animations - Rendered Sequence of all Actions
Rigged ALS Bag Action Animations - Viewport Rendered Sequence of all Actions showing Wireframes with Bones Selected to show movements
Rigged Oxygen Bag Action Animations - Rendered Sequence of all Actions
Rigged Oxygen Bag Action Animations - Viewport Rendered Sequence of all Actions showing Wireframes with Bones Selected to show movements
Rigged EZ IO Bag Action Animations - Rendered Sequence of all Actions
Rigged EZ IO Bag Action Animations - Viewport Rendered Sequence of all Actions showing Wireframes with Bones Selected to show movements
Rigged Mass Casualty Incident Bag Action Animations - Rendered Sequence of all Actions
Rigged Mass Casualty Incident Bag Action Animations - Viewport Rendered Sequence of all Actions showing Wireframes with Bones Selected to show movements
Rigged Medications Bag Action Animations - Rendered Sequence of all Actions
Rigged Medications Bag Action Animations - Viewport Rendered Sequence of all Actions showing Wireframes with Bones Selected to show movements