Cartagena laguna

Another VR project:

OSX Version

Windows Version

Somehow the joystick vertical axes was inverted in the windows version compared to the osx version so I had to change the axe setting in the input panel before exporting each one.

Another annoying thing is a wierd behavior in the FPS component. For some reason when using the mouse the rotation speed is constant, regardless of the complexity of the current frame, but on a joystick “togher areas” make rotation considerably slower than “easy” areas, making the camera rotation not constant, especially on slower machines such as mac minis. Any Ideas??

Notes:

  • press 1 for a version with a light glow (sorry no AA on this one) 0 to return to the original one

  • Good (No AA), Beautiful (2x AA) and fantastic (4x AA) all use high res bakes, lower settings use 1/2 and 1/4 sized tex for smaller graphics cards.

It’s amazing, partly because it runs quite well on my TiBook 1Ghz at 1280x854.

Are you using lightmaps here or is the lighting baked right into the colormaps?

Everything is baked into self illuminated color maps

This one looks much better than the last one.

Just a few things: It’s pretty slow on a Mini, the dark pixels and lines are disturbing as everything else is so clean&bright. As unity doesn’t support two sided faces yet objects like the lamps look strange.

Are there some guidelines for such scenarios as a lot of them look pretty much the same? One example from the modo page:

http://www.luxology.com/gallery/img/Seth_Richardson_Interior.jpg

Thanks tamuel.

Which mini have you got? I tried it on a wintel core duo mini and it was okay. Not 100% fast but “good enough”. strangely neither beautiful or fantastuc seemed to give me AA on this box though.

Which dark pixels are you talking about?

Fot scebnarios looking all the same is kind of strange what forums do. We started out using Vray about 5 years ago. From then on, A ton of images have been posted from us and a lot of other viz comapnies. This helpts for ambients seemingly similar in furnishing, interior design and even lighgting.

Regarding a guide there is not that much to it. Just careful light placement and a good GI engine in the host app :wink:

Hello Zerofractal
I just get a ‘service not available’ message on the link. Would love to see it though :slight_smile:
Boxy

Heya zerofractal,
firstly i think you should turn the gliding a bit down, some of your textures are extremly lowres even on the setting “fantastic”, i dont know if you can do this in unity, but some of your models: lamp shades, one of the plants, and probably a few others, only have one side, that means that the part of the lampshade that isnt facing you is invisible, if possible use a 2faced material.
oh and i managed to jump through a wall =P

(btw especially the bathroom needs to be redone)

Now I see it. That is beautiful, but my don’t they make living spaces small these days :slight_smile:
Boxy

Hmm… that was a bug I reported in the last updates to the Beta version and I believe was fixed. Are you using the final release of 1.51? If so and this is still the case, you may want to let Joachim know.

BTW, love your work.

I used a late beta. Will give it a go with 1.5.1

Very nicely done, but that toilet paper is hot hot hot ouch :stuck_out_tongue: Either that or there’s no shader on it. Anyhoo I’m not sure how much input you had on the design, but there’s some flaws I as a would be homeowner, would be annoyed with. Take for example the placement of the washer, its in the kitchen, next to a huge window where I eat :), the door to that area hits the cupboard doors and counter, I would take it off. Also you have to go “into” the closet to get to the en suite in the mstr. bdrm :), and I know its cramped in there, but again the door hits the shower door, can you imagine stepping out of the shower and someone opens the door? SMACK! :smile:. Honestly, I would nuke or reduce the living room at the front, move the bedrooms forward, which will provide more space for the master OR just close the wall in the closet, add a door next to the closet door, which opens to the right, so you have access to the ensuite from the bedroom, and not getting a door in your face :). Just some thoughts.

Aside from all that petty stuff and what’s mentioned above, its pretty cool. I am experiencing some flickering when I’m walking around tho, might be my vid drivers (PC)
Love the mini map :slight_smile:

Cheers,

~t

ya forgot to mention that as a thing that needs fixing, i also have that on my pc, i think its called v-sync

I’ve got the same thing on my Intel Duo iMac. It’s not severe, but it’s the first game made with Unity that I’ve seen this on. Since this was built with the beta, I wonder if the issue still exists when built with 1.51 final?

Will rebuild it on 1.5.1 final :slight_smile: Regarding the design, We are unable to critizise our client’s designs, despite taht on most things I agree with you 8) …Architects… :x

@Zero

My specs are: 1.25 G4, 1GB RAM, 32MB (hahaaa!) 9200er, OSX 10.4.8

I’m talking about z-issues. See the picture with the three quick shots. The most annoying it is when they appear on the edges of the white walls.

Regarding the guideline i was more after the question if there do exist such guidelines for those who make such architecture walkthroughs as a lot of them simply look the same. Or is this more due to the fact that the appartments are just looking like that and therefore the renderings/walkthroughs obviously are too?

I’m no architect… :O)

20809--690--$examples_129.jpg

I’d guess it’s not the z-issues, it’s the textures not containing some “padding of colors” around the used areas. E.g. one face fetches some area from the texture, but that area contains black pixels directly around it. Hence texture filtering fetches some black pixels as well.

The common way to fight this is to make your textures in such way so that each “chunk” (or “chart”, whatever you call it) in the texture has 4-8 pixels border around it, with colors from the chunk itself spead out (dilated).

Hmm okay, sounds reasonable…

Well, i dunno what’s going on there but on the other side i’ve personally never experienced such issues with sw3d…

Maybe you never tried using texture atlases with it (i.e. not just fully-filled texture, but a complex unwrapping of some mesh)? Just try it :slight_smile:

Hmm no in a few cases i also used such ones but please don’t ask me what made the difference that it looked right after all.

hatschi

In Cinema 4D you get a ‘Pixel Border’ setting in the baking options to avoid this.
Cheers
Boxy