I’m new to unity, this is my first time using it. I’m doing a research on can interactive walkthrough (using game engine) be better/successful/effective as normal pre-render walkthrough.
I’m now doing a series of test to show this where i will do an interactive walkthrough using a game engine i choose Unity3D. The walkthrough is a simple walkthrough of kitchen,living room and bedroom. my tutor said test i need to show is interactivity within the walkthrough, what are the interactivity Unity3D will let me do or i can do. (remember I’m new)
Also i know i can import my rooms into Unity, Do i also texture the rooms, TV, sofa etc from 3D Max (using this to do my modelling) then import it into Unity3D where i will i do just do the scripting or do i also do the texturing in Unity.
thanks, what about any ideas i can show as artifacts show as interactive feature within the walkthrough, for example turning lights on or opening doors.
that would require scripiting of the sceen. think of it like a game. make triggers and responces to them. just imagine your building a game and walking around it with the avatar.
Unity3D is capable of interactive architectural walkthrough’s among other things like games and applications, It may be difficult to out-perform pre-rendered scenes but perhaps the links below will show that with hard work it is not out of means to accomplish. You also have asked about 3D Max, Unity can import the uv lightmaps if not directly from 3d Max then manually imported, They’re are lightmap managers at least two available on the asset store for on the fly manipulation that can be use to provide on/off night/day ectera… And about opening doors and interactivity If programming is difficult but you have some grasp of logic then tools are available on the asset store such as uscript, playmaker and others but if you can program then unityscript and #C is available.
In ShadowDemoProject i suggest you load it up in Unity and get familiar with everything as It provides much as you described… Good Luck
thanks for the info guys… so what are like 5 ways you can show artifacts that represent architecture interactive walkthroughs… i know of the interactive feature such as turning on the light like i said earlier, plus real time render (is this the same as changing the material/textures/wallpaper while you’re in the walkthrough)
what about maybe lighting/shadow/low poly modeling etc i don’t know.
what else can i use for my artifacts… i’m really new to this so all way info is needed thanks
Here is my brief list that represent interactivity
// Fades the red component of the material to zero
// while the mouse is over the mesh
function OnMouseOver () {
renderer.material.color -= Color(0.1, 0, 0) * Time.deltaTime;
}
Popping Bubble Cue’s (text)
Visual Cue’s footsteps showing path
Smart crosshairs (hand finger) motion (wrench) or motion (hammer)
Material Changes
Objects that change size
Sound Event
Object Glows/pulsates
switch
levers
GUI.Button
Scrolling GUI material selection palette
i need to build a interactive walkthrough of a house with different rooms, example living room, bed room, bathroom room.
i need to show test(artifacts) to how or why i would use interactive walkthrough instead of a normal pre-render walkthrough
one of the artifacts i’m thinking about is the user ability to interact within the walkthrough eg turning the light switch on to a room. what other way i can show to why i would use interactive walkthrough over pre-render walkthrough
the artifact will be like 10 sec video clips to show it
other than using the interactive features within the walkthrough what other ways i can show using game engine to do architecture walkthrough, i know something like rendering
I read this sentence over and over before i understood.
The difference is obvious when understood, in that a game engine can represent how efficient the volume of space is utilized in architecture than a simple rendering. Of course if you had a few different screenshots shown from various angles then you could get a sense of that space it occupied and would build up a larger mental picture. The analogy is like watching a movie but having no concept of the movie set. Maybe its not such a great analogy but another might be building a scaled down model of the architecture to show what it might look like in its surrounding countryside.
In 2D space you need too skew the angle so that it can be shown as having depth and proportion, A artist often draws a artificial horizon to represent these qualities, where in the 3D space this has already been done to show those qualities of depth form. One is dynamic and the other is static and the dynamic one can be superior for just those reasons as it is done in realtime so the mind spends less time building the mental picture of space and experience’s the space.
I dont know how fix your architecture is but you could also show the room with different furniture or different floors/walls. Yes that is also possible with prerendered videos but you have to reload the video every time.
If you implement something like sitting you could give the user the possibility to experience what their TV on their new wall would look like. Or what their view would be when they have breakfast.
Or you could simulate an alien attack and plan the best and quickest escape with them. (Ok maybe that is not soooo realistic)
what i got so far to show as my artifacts is these i got turning on the light switch/opening doors interactively… changing materials,textures in real-time (i assume this is real-time rendering as the person i walking around the room) while the user is walking through the rooms they can have a option to press and change their materials,textures of like the floor, wall, sofa etc… moving the furniture around the room for a different layout… maybe changing the daylight system to represent different daylight in the real world, when the player look through the window the daylight system will change. and lastly im thing another one could be augmented reality
Sorry i guess i was off the mark with understanding the question
I suppose the above post is useful about the furniture arrangement thing also would have been more descriptive explanation if mentioned in the original posting.
To get all that done in the time allocated to you at architectural school (tutor) ?
highly doubtful without collaboration from other students, Of course it is indeed possible and i’ve seen a few people complete similar projects. Starting Unity, learning programming and learning unity’s nuances within a short time like a 4 month semester would be pushing this to extremes.
Now if you gave yourself an year to complete that would be a much more attainable time frame in which too complete a project of this magnitude and with much-less-stress.
Since we have no idea what you are capable of and the project sounds large for a first-time commitment perhaps you should back-off and aim lower.
thats what i thought, i wont need to do complete,profession high standard, the modeling will be done in max by thursday then import to unity… then simple get the 1st person way walk around the room, im sure that wont take long
then those i mention really i got a month to do that
You will need to put colliders on everything the 1st person controller walk’s on or into and you have the code for movie and MouveOver for (switching lightmaps) which i mentioned in shadowDemo that seems reasonable within a month. But it also assumes you can catch on fast.
A much easier simpler thing with lights that turn On/Off is attach this script to a GameObject such as a lampshade mesh then select drag the (light source) from the hiararchy onto the inspector that contains the script then onto the linkedLight slot. If you do not understand this that is one of the (nuances of unity).
light.js
var linkedLight : Light;
function OnMouseDown()
{
linkedLight.enabled = !linkedLight.enabled;
}
It would be exciting to see progress perhaps you could post a screenshot.
laugh forgot to mention the lampshade you click needs a collider also and contains the script