I call it WATCHing)

This is my project that I hope to interest wristwatch manufacturers and retailers with. Since I am primarily a 3d artist, I pay as much attention as possible to optimising models and textures, as well as using glTF extensions from Khronos group (transmission, iridescence, anisotropy). Thanks to the ability to use webp format for textures and draco-compression for meshes, the models weigh very little, which allows them to load very quickly. The use of batch rendering minimises the number of rendering calls. However, it could be better if batch meshes were able to inherit the pivots of the originals.
The process of creating one of the models:

7 Likes

It looks very nice and a lot of ā€œminorā€ elements have been taken care of (like the night mode, the properties of various surfaces, the magnifying lens, and ā€¦ the 3D sound).

Thank you! The magnifying glass can be made quite like the real thing, but unfortunately Iā€™m bad at writing shaders. All I could do was tweak the effect a bit(I modified the original transmission shader). Also the default image of whatā€™s behind the ā€˜glassā€™ is too pixelated, so I had to modify something in WebGLRenderer.js in the engine. Iā€™ve read discussions on this topic, and the developers justified the default low settings with the need to achieve 60fps. I found a value that doesnā€™t affect performance noticeably on weak devices. Iā€™m testing on a PC with a very weak CPU (2% power Ryzen7), and my Samsung A50 phone.

3 Likes