Mannequin 3D Model
WebXR work for Atmos, a US-based start-up (California, San Francisco).
For this task, I worked on some 3D modeling rather than UI design.
In particular, I was tasked with creating a 3D model of a mannequin for another XR mini-game so that the users would have been able to position several instances of it around in AR (augmented reality) mode and then shoot them out.
This task included:
- Creating the 3D model in Blender and exporting it to glTF format
- Designing the texture and editing the UVÂ mapping
- Reviewing and validating the final 3D model in desktop and VRÂ modes
The Making Of
3D Modeling
When working in Blender, I focussed on creating a low-poly 3D object and achieving good topology.
The images below show the resulting mannequin made out of 492 faces.
![](/images/02a-m3dm-topology.jpg)
![](/images/02b-m3dm-topology.jpg)
![](/images/02c-m3dm-topology.jpg)
UVÂ Mapping
Once IÂ finished working on the mannequin 3D model, I then created its texture in Photoshop and finally moved back to Blender to edit the UVÂ mapping.
![](/images/03-m3dm-uv-mapping.jpg)
Implemented Sizes
The image below show the three different preset sizes of the mannequin 3D model loaded in a WebXR scene and compared with the actual human height level.
![](/images/04-m3dm-implemented-sizes.jpg)
image credit: ddraw
Related Works
Check out more works for Atmos: