In this tutorial I’ll teach you how to create a 3d Hologram using Blender, Substance Painter, and Unity 5. Blender will create the model along with a wireframe version of the same model which we will then export to Substance Painter.
Starting off in Blender we’ll create a basic monkey model to showcase a somewhat dense mesh that’ll work great for showing off the wireframe of the model while utilizing curves and complex shapes at the same time. This will help to create a glow effect while still being transparent. We’ll be using the “wireframe modifier” to achieve the wireframe effect.
After the UV unwrapping is complete we’ll export the FBX and bring it into Substance Painter. Substance Painter allows us to texture the object using fill layers that we’ll use for both emissive and opacity layers. Since the mesh is using two materials, one for each mesh, we can apply different settings to each to get the desired look.
Finally we’ll export the texture maps to be used in Unity along with the FBX file. We’ll only be using the Albedo+Transparency along with the Emission map from Substance Painter. We’ll plug these into the materials in Unity for the Albedo and the Emission sections. You’ll need to change the Rendering Mode to something like Transparent or Fade. Typically Transparent works best with both materials.
There’s quite a bit more you can modify with the hologram to get the desired look, this is just a starting point. Here are some examples of using just a wireframe with emission and opacity set up higher along with a Bloom Optimized image effect applied to the camera.