3D Portfolio unitybrowserbased

this is my first beta
of my online 3d portfolio

i already have a normal portfolio (www.stefanmensen.nl)
but i wanted something different beside that one so i created this concept of a 3Dportfolio: Link

i hope to get some feedback about what u guys think of it

Pretty cool man, I was thinking about doing the same (an online 3d portfolio) but I’m still working on it :wink:

yeh, the 3d portfolio idea is a great one, I thought I knew what to expect when I was loading this, but the museum type idea really surprised me, really cool.

I’m sure you’re already planning this, but a more imaginative layout of the design would help it a lot I think. The idea itself is so great that the design and presentation let it down, but obviously it’s a beta and I’m sure you’re working on it. One thing I felt though was that it was really claustrophobic, and formulaic in the presentation of some of the 3d artwork…

however, I thought the project robot room was great, you should take that as an example and run with it for the other rooms. I’m really looking forward to seeing more of this (and these sorts of things)

runs to start creating 3d portfolio

:smile: :smile:

not only idea, but whole portfolio is great! :slight_smile:

Wow! Very groovy!

Put some sound in though, it really helps.

I’ve been working on this sort of thing for my website for a couple of months but have a lot to do.

I’ve sort of got the gallery built but it needs a lot of work and I haven’t put in any of the exhibition (my work) other than messing about in the basement with graffiti.

http://web.mac.com/hayesdavies/Portfolio/First%20build.html

Looking top Banana…great Job

Nice work, my only critique is that there is that I am getting some pretty bad frame-rate issues in the main entrance, it seems that the main area around particle system in the center seems to be the focus of this. Would really be worth optimizing this area as having slowdown isn’t the kind of thing you want to showcase.

Other than that, nice work! I’d like to echo the post about running more with the separate “themed” rooms thing
the mind robot was certainly one of the best areas.

nice job, my only critics is for the illumination , to dark :smile: (lightmap+radiosity is the way).
I have a 3d portfolio too :slight_smile: maybe i finish it!
thx for ispiration hehe

Wow, I really like it! Very nice. I did experience a little bit of choppiness in frame rate in some of the more complex areas though. But other than that, looks awesome. I may have to try something out like that myself.

I was very pleasantly surprised by the ship wreck outside, very cool! But I think this is what ties into your frame rate issue. You should turn the rendering off for that whole section until you turn the corner there.

How do you do that?

Simple way:

  • Make sure the room and everything you want to hide/unhide is placed under one root node (so you can easily enable/disable the whole bunch at once). Disable it (as by default it should be hidden)

  • Make a new GameObject (HideShow), add boxcollider and size it such that it contains all places you could see the room or are in the room you want to acitvate/deactivate.

Create new javascript: hideshow.js:

var room : GameObject;

function OnTriggerEnter (other : Collider) {
    if (other.tag == "Player") {
        room.SetActiveRecursively(true);
    }
}

function OnTriggerExit (other : Collider) {
    if (other.tag == "Player") {
        room.SetActiveRecursively(false);
    }
}
  • add the hideshow.js code to the new HideShow GameObject, and connect the root node of the to be hidden/revealed room to the ‘room’ property of the added script

  • make sure the player object has tag ‘Player’ set.

That should do it (just typed script from head so could be a typo in, but should be simple enough to fix if so).

Regards,
Jaap

Jaap,

Thank you so much for explaining that. I haven’t tried it yet so can’t tell about the typo possibilities but, and sorry to be such a newb, I’m a little fuzzy about the root node thing. What’s a root node in this context?

Thanks a million.

The objects in the scene are placed in a hierarchy, a bit like a file system. For example, if you would define a city, you could imagine, having a node (GameObject) ‘city’ which contains nodes(GameObjects) like ‘house’, ‘park’, etc, a house could contain again subnodes like ‘badroom’ or whatever. For the city the ‘rootnode’ would be ‘city’, so if you would call SetActiveRecursively(false) on this node, the city instance and all that it contains (the houses and the badrooms etc) will be disabled.

In your example, you I could imagine you have something like a ‘Outdoor’ node (GameObject) and all stuff like the crashed space ship, the fire emitters and the buildings you see outside placed under this outdoor gameobject (node), this is the gameobject you must connect to the hideshow property in the collider. The collider should NOT be placed under the outdoor gameobject because disabling the outdoor gameobject would disable the collider as well.

Hope this helps…
Regards,
Jaap

Ah! I thought it must be something like that but hadn’t heard it described like that and was worried I was totally on the wrong track.

Thank you for explaining it all, I’ve got huge performance problems with my project here:http://forum.unity3d.com/viewtopic.php?t=28481 and I think your suggestion and explanation will prove invaluable!