How to export animation for display in sketchfab?

Well its easy… only you have to use bones (joints) and export fbx. But… there are situations where one wants to use other ways of animation..
Say you want to do wind for flag, or noise modifier for plants. or just use bend modifier (deform, nonlinear, bend). Yes, you could do same transformation with bones/ joints… but that’s like 10 times more work.
So you might know that fbx / sketchfab also supports morph targets (blend shapes).
So here is what you do – just copy paste your object with animated modifier as many times as you you need. (you will have to experiment with numbers of copies needed)
Now you go through timeline and convert animated object to static mesh. And use these as morph targets (blend shapes).


Water well 3D model

So this is quite old well. I get drinking water from it when i am living in my village. Its our neighbors well. So as you can see its main construction component is these… concrete barrels that used to be commonly used in all wells i know of similar time period. Not that exiting. But nice part is all this wooden part to protect well from rain, to store a bucket and so on. Also clutter around well is exiting and interesting for me at least. All you need is a rope and a bucket and you can use the well for any game dev situation it can be both decorative and functional piece.

You can get it directly from sketchfab (3D image above) or on CG trader water well 3d model.

Plantain 3D model

While working on graves and tombstones i made one scan where the grass (actually  latin – Aegopodium podagraria, eng. – Ground-elder, de. – Giersch) around the gravestone turned out pretty good even though there was no intention to capture and reconstruct it. Here is the result of some leafs extracted from that particular scan:
And here is the scene where i used this model:

So inspired by result i tried to make some grass scans. And here is the result – it turned out pretty good i would say. The reason i chose plantain is that it has big leafs – easier retopology and good ground coverage. so compared to simple grass you need less polygons to have convincing foliage on a ground.


You can get this model in sketchfab but as well you can get it on cgtrader – here – with a 30 percent discount now!

Set of old doors

Whenever I walk in old town, at home or abroad, in any city, I often notice the level of detail people used to add to a simplest objects, like doors. So naturally i decided to do some 3D models of them. I have around 10 doors photographed and turned to 3d models, but they all are still raw scans.
Only two of them i have already retopo’ed and made textures and everything. Here they are:
So I like this idea of being able to buy set of old, dirty, worn out set of doors but might be its just me.
For now I have two of them on sale. Here comes two questions. Should I continue with doors?
And if so.. probably they are more usable if they are made so that one could open them. But if that is a case, what should I do with other side of door? Just make some thickness to it and use the texture of front of the door with overlapping textures? Is this wise?

So on Cgtrader: Door I and Door II


Jesus and Mary for sale

There might be lots of reasons you would like to buy Jesus or Mary 3D models. The Jesus here is very rusty, very vintage and he has only part of one hand. It was 3D scanned in actual cemetery and it is found quite often in cemeteries. I guess it was a popular iron cast for grave and cross decoration at some point. He doesn’t look particularly happy, but what can you expect, he was left alone for years in graveyard. Part of this model was manually retopologised while some parts undergone automatic retopo in instantmeshes. Comes with 4k PBR textures. Just don’t remember if metalness map is included if not just use black color – it is so rusty there is no reflective areas..

3D model of jesus used for grave and cross decoration in cemetery

So that was Jesus. What about Mary? Here she is:

Ok, the bubbles and twisting is not part of the model. But now she looks cooler, doesn’t she? ah dono. So Again quite a common cast sculpture commonly found in cemeteries. This one has auto retopo but in 3 levels. the Mary herself has most polygons, the rock has less while cross has a least number of polys. Again 4k textures. twisting mary 3d model

But.. can you actually see anything in this gif.. not so sure. so here is a proper picture of this 3D model as well:

3D low poly photorealistic holy Mary model for any graveyard

low poly 3D mpdel of holy Mary
and if you are game developer and you work with unity -why not to get all graveyard models i have in one pack on unity store? click on image below:

__0000_Layer 8  comes with prefabs, colliders and LOD’s

grave, thumb stone and cross 3D models for sale

So I decided to try selling some of my photogrammetry models.

These Models where made in two cemeteries in Vilnius (Wilno) in Lithuania – Bernardinų cemetery and Rasų cemetery. Most graves are from the end of 19th century and most inscriptions are in Polish, sins that was quite a Polish city at the time. All graves are broken, rusty and run down. So if you are looking for some background objects for your new game that might be in horror genre, or historical, or just takes place in Europe you might be interested in these models. Actually models are low poly but still have quite a bit of detail and they might be used not only as a background objects. Poly counts are in 2-4k range depending on model. All have diffuse (Albedo) and normal maps. Some have Ambient Occlusion, Height or Bump maps. Textures are mostly in 4k resolution. You probably can use these models not only for real time graphics but for visualizations or film as well.

Models are sold as separate gravestones/crosses, as collection of a particular graveyard or all in one.

Here are links to skechfab depicting two sets – from both grave yards.

Models from “Bernardine” Cemetery:

Models from “Rasu” cemetery:

And here is All in one collection on Cgtrader:   all gravestones, crosses and thumb stones

Rest of the models: All other models

360 video resolution?

So I stitched / rendered / drawn my 360 in biggest resolution I can. What resolution should I choose for viewing…
It seems the more you investigate the messier it gets. Most of online platforms will allow you to upload what you have and re encode the way they can distribute your video online.
Littlstar tells you -5gb limit and h264 for compression. More details
If you do stereo 360 – you have to contact them for further details.
Youtube is like… give me whatever ..
If you are planing to show your video on specific device with specific software (say gear vr using their player)
You will have to prepare the video in correct resolution, right bit rate and in correct encoder.

Today’s HMD’s have a limited screen resolution of:
PSVR: 1920×1080 (960×1080 per eye)
Vive: 2160×1200 (1080×1200 per eye)
Rift: 2160×1200 (1080×1200 per eye)
Gear VR: 2560×1440 (1280×1440 per eye)

But that’s the number of pixels they can show. Your image typically has to be much bigger. (these devices do not directly show rectangular images – due to lens distortion you (or software of hmd) has to distort the image opposite way of HMD’s lens distortion – so at the end you see an ok looking image.
To achieve this you have to have more pixels. Another thing is field of view. We create a equirectangular image that covers full sphere. But in HMD you see only a small portion of this image (at the time when you rotate your head you see another part of image).
So our big resolution we feed to HMD gets diminished quite a bit when we actually see it through HMD.
Then there is a whole other mess with codecs and their limitations.

So what is .. Recommended (?) / optimal (?) / max (?) output resolution for:

Platform                        Codec                            Resolution               FPS                  Avg. bit rate

Gear VR                         h.265                        3840×2160                            30         10 – 20Mbps
Cardboard       h.264 (Baseline, level 4.2)     3840×2160                     30         20 – 30Mbps
Cardb. iOS      h.264 (Baseline, level 3.1)       1920×1080                      30         10 – 14Mbps
Oculus Rift     h.265 / h.264                           4096×4096                        60         40 – 60Mbps

recommendations taken from here.
The next level of taking advantage of limited HMD resolution and squeezing more quality would be to do clever tricks like Chris Milk is doing.
The idea is to use images in part of your video. But this is a complicated witchcraft not for us mortals..  :)

And probably third level is building your own viewer. Ant that’s programing. so I stop here.

Someone should make a calculator: you input your eq resolution your hmd’s field of view and resolution per eye – and you get a final “on screen” resolution. anyone?

If you are not using dslr/ cg you need a true 360 cam. here is a list with specs:
More reading on these topics:

More thoughts from links:

The ideal format for gen 1 PC HMDs would be 4096×4096 @ 90 FPS, which roughly matches the angular resolution and refresh rate of CV1/Vive, but this can’t be achieved without H.265 Level 6.1 (which is itself impractical due to CPU load – no hardware acceleration for H.265 yet). H.265 Level 6.1 also would provide 5944×5944@60, which is ideal for Gear VR, but again, probably could not be decoded in real time on that device.

List of festivals, cinema theaters and platforms for cinematic VR

I found following festivals to submit your work. Add some more please!


Sundance NEXTFEST festival.August 7-9, Los Angeles, USA

Future of story telling FoST FEST. October 7-9, New York City, USA

Tribeca Film Festival. Article. April 13-24,

Kaleidoscope tour. ???

Vr Fest.  January 6-9, Las Vegas, USA

LICHTER Filmfest March 29 – 03 April , Frankfurt, DE


And this is a first entry for VR cinema in my list:

The Virtual Cinema Amsterdam, Netherlands EU. Oosterdokskade 5
1011 AD



Vrideo, Littlstar, Kolor, YouTube, Facebook,  Jaunt,, Wavrp, DiscoveryVr,


HMD related and other platforms:

Milk VR (Samsung gear VR), Oculus share, Steam VR, Vr CardboardUnimeriv, Vrapps, Wearvr, Vrcodex, SideloadVr, StoreVmr, Open source VR, V, Rift cat, Leap, Bowl roll,


Full Dome Festivals:

full dome festival, Jena, DE EU


If you have additions or corrections, let me know.

List of links that include thoughts on cinematic VR

So a list of links to podcasts, you tube videos and alike regarding various vr related things but all of them (i hope) have something related to cinematic vr, even though non of them are exclusively about it. So we have to pick relevant parts. But still for today the net is not over saturated with thoughts about vr techniques, therefore i’d say its good to see them all :)  Links are of no particular order.

Things you should know working with VR

So basically I care most about cinematic Vr. But it does help, IMO to to know basics, History, real time, rendering technology and all the rest.  Even though Vr is an old “thing” vr content used to be very scarce and closely connected to specific hardware- usually so called caves. Basically, for most of common people who are not lucky enough to be around in 70’s somewhere in usa, uk, de universities in mathematics engineering or it departments or military… well then for you Vr content is non existent :)

So there was some scientific research, but there was very little “artistic” stuff. And even though there where some artists doing installations but not so many so the common “language”of vr would emerge.

Now that we have so called second wave of VR, we have much more people trying to make content. Most do game related content – which makes sense- as soon as we have positional tracking we need real time 3d rendering. (unless again you are in research team that works with light fields or similar..)

Others yet go for real life filming or so called action footage. Animators are somewhat in between these two extremes, on one hand we are closer to video – cos we are used to make stories, aka “films” on the other hand we create stuff more then we capture from real life and  in that regard we are closer to game creators. Now ofcource all things overlap and there cannot be clear cut definitions and boundaries…

So people from the second wave are creating content for about 3 years now. And some share their knowledge and experience publicly. Here I gathered some material from youtube and other places. If you work on Vr content some of these might be relevant to you.  Now most of them fall either in 3d real time category or 360 video. But one can always find relevant information even if it is not exactly from your field – most things are connected. So here it goes, my link collection:

  1. what is vr? from Chaos group (makers of vray)
  2. Articles from WEIRD. 6 rools for VR cinematic content, where do you show your films / experiences ? vr / movie ? and more festivals are poping up, I ll have to make a list later..
  3. 5 lessons from “Lost”, oculus story studio. And another post from their blog   on Swayze Effect  ” Can you even tell stories in VR?  What if you can’t? What are we even doing? “
  4. Why do we care about locomotion in VR? The motion in VR from real time rendering perspective.. “Limbo” “Blink” “comfort mode
  5. general things: Different Different projects. Story telling in VR. New adventures for creativitySVVR
  6. techniques. Light fields, Octaine, Rendering optimization Pollen (Unity 5 engine).
  7. What does the Oculus say? The Carmack himself!  Optimization of your VR.  Developing for VR. Not so much technical but very important –  Human visual system and Vr. Sound for VR.


Some other good resources:

VFX VR boot camp. Example here. Digital tutors.  And the book.

Most of this was for real time Vr. Next update will be more towards cinematic VR.And one after that – books and academic thoughts on VR.