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apartment interiors WIP

Discussion in 'Made With Unity' started by gfxguru, Apr 1, 2011.

  1. gfxguru

    gfxguru

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    hi

    This is a WIP of an architectural interior space. I think the scene is bit heavy...i have tried my level best to optimize it.
    90k tris
    140 drawcalls
    Please do comment on it for improvement ..

    Download Link
    ---------------------
    http://www.mediafire.com/?v3krw1fk3e3jc8v

    $walk.jpb.JPG $overview.JPG
     
  2. OutCyder

    OutCyder

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    Cool, and it's not heavy at all... on my i5 at least.
    But the controls are laggy somehow.
     
  3. Frank Oz

    Frank Oz

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    That was very cool, no lag at all for me, controls felt smooth, GPU only went up by one degree when running it. Also Wallllll-eeeee!

    The camera though, while cool how it would tilt off pivot, did mean it clipped walls a heck of a lot if you got a little close to them. Also some of the reflections didn't quite match the locations they were used in (though I can see what you were trying to do there with optimizing by using as few as possible). I might have suggested going with more blurry, less distinguishable reflection maps in those cases. That kinda spoiled it, but other than that, looked really good! Unity Free right? That's another to add to the list of "links to show people who complain Unity Free can't make anything decent".
     
    Last edited: Apr 1, 2011
  4. CharlieSamways

    CharlieSamways

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    really nice and smooth, Would be awsome to play a lifestyle game in it.


    Also, Thats a large knife on the kitchen side:) Teehee


    Bugs:

    On my screen, The sofa seats models seem to be a bit buggy, Black lines ect running down as you move, Maybe bad mesh? or maybe just my computer.
     
  5. NomadKing

    NomadKing

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    Nice interior, ran fine for me (and i'm currently on a REALLY old machine)

    I did notice a few of the reflections seemed wrong ;)
     
  6. gfxguru

    gfxguru

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    Thank you all for the valuable comments....

    Reflections are a bit optimized...i mean shared between mirrors..
    The sofa model was a very high poly mesh but i reduced it and got some mesh problems...
     
  7. CharlieSamways

    CharlieSamways

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    Okay, Personally i would reccomend redoing them, They are a big flaw in your peice! I love the rest of it, Would make a great Asset :)

    If you are ever in need of anything, I am a freelance artist. But keep it up, Looks superb!
     
  8. gfxguru

    gfxguru

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    One thing im on now..is the camera off pivot rotation...
    I add the fps controller and then mouse look to the camera...
    Then i adjust the height and radius of the capsule and then change center to make the camera come on top of the capsule...
    so the camera is rotating from the center of the capsule ...so going off pivot...
    any solutions???
     
  9. niosop2

    niosop2

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    Add an empty as a child of your FPS controller object. Position it to the head area and make the camera a child of that empty. Add the mouse look to the empty with no offset.
     
  10. gfxguru

    gfxguru

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    niosop....i have tried that ...but the camera rotation is not affecting the character...
     
  11. niosop2

    niosop2

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    Ahh, for that you use 2 mouse look scripts. One on the controller, with Y sensitivity set to 0. Then another on the camera with X sensitivity set to 0. So up/down just rotates camera, left/right affects the controller.
     
  12. holyjewsus

    holyjewsus

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    is this modeled in revit?
     
  13. gfxguru

    gfxguru

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    thanx niosop...that will do...

    redmacmanz...its 3ds max modeleld...
     
  14. holyjewsus

    holyjewsus

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    well, it's looking quite good!
     
  15. hosse

    hosse

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    Hey GfxGuru,
    Nice work, although the first person camera seems very high. Its all very nice, although I think the lighting is quite flat. You need to get some natural light in there.

    What are you using to lightmap the scene?

    -Hosse
    www.hosse.co.uk
     
  16. gfxguru

    gfxguru

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    hosse....
    yes i am using lightmap for lighting....i had problem with natural light since...the exterior is also shown in the overview mode...
    Now i am correcting it....
    The main thing keeping the lighting flat is the dark colorured objects that reflects very less light for global illumination...
    the same model with another color scheme gave far more better results..so i am making this as that...will post that soon....
     
  17. hosse

    hosse

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    I'm eventually going to write up great lightmapping workflow I used when I made PSP games... watch this space.!

    -Hosse
     
  18. Zomby138

    Zomby138

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    I love these appartment things :) I was gunna mention the camera pivot but it seems you have that under control now. Another thing to adjust is the jump height. I press space and I go right though the ceiling.
     
  19. hosse

    hosse

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    Hey Guru,
    Here is a little example of the light map technique I use personally... look at the range of tones on the walls.. also notice how the 2 balls emit red and green colours even though they are white.? It's possible to trick the renderer into thinking geometry is a different colour...





    Right click and press view to open these at a larger resolution..

    -Hosse
     
    Last edited: Apr 4, 2011
  20. gfxguru

    gfxguru

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    I understood...vray override material....
    I was not thinking that far...i should experiment to get hold on that....
    thanx for your expert advice....hosse...
     
  21. gfxguru

    gfxguru

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    hosse....one thing...what you use to unwrap in 3dsmax....max built in...or any plugin.??
     
  22. hosse

    hosse

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    No problem, hope it helps a little.!

    Just be aware that with CGI, it is very difficult to get an accurate, realistic illumination with lightmaps in a scene with no natural light.

    -Hosse
     
    Last edited: Apr 4, 2011
  23. hosse

    hosse

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    I use the 3ds max unwrapper, it's as good as any 3rd party plugin if you know how to use it correctly.
     
  24. gfxguru

    gfxguru

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    hosse...
    what shader you use for lightmap..
    i use a shader named daniellm.shader which i got from the forum....

    The legacy shader is not good...it only darkens...

    Is there a way we can get the shader used in beast lightmapping???
     
  25. hosse

    hosse

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    Well you basically need Lightmapped shader from the Unity shader set. Most of the time I use Unity's standard shader set unless I require something specific.
     
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