Day at the Gallery

Working on getting familiar with texture baking. Made this small gallery demo using 3Ds Max and VRay to create the lightmaps.

http://www.superfunk.com/unity/

The paintings are by Peter Doig. I can strongly recommend going to a real exhibition with him.

With Unity Pro I would probably add some simple rippled glass windows and a outdoor street scene.

I was also thinking I should have added some single coloured, very low-poly, facet-people. Gallery-goers, with their own audio clips, to give it some dept.

Please let me know if you find any bugs.

Anyways, maybe in the future. I’m off to the pub. Have a nice weekend.

M.

Great lightmaps, they always look good on white surfaces. :]

Nicely done! :slight_smile:

Love the scene man! Superclean and great lighting! No crits from me really except that you should expand it with more rooms :slight_smile:

What texture sizes have you used?

Keep it up!

Excellent

Yea I was really wanting the doors to open when I approached so I could continue into the next rooms. Nice work.

Apart from the lack of mipmapping and anti-aliasing, it looked great :smile:

Just goes to show you what a light map can do for a game. :wink:

But I agree on the part of anti aliasing. Your scene isn’t intensive to not allow for AA…so…crank it up! :smile:

Thanks guys for the kind words and sane feedback.

brokenpoly: The scene has 23 texture maps. 21 is 1024 and 2 is 2048. One could easily go down a notch on many and also push some textures into one without much visual loss.

The scene has 6AA and I didn’t notice much difference, if any at all, at 16AA. One thing I did learn, is that 3 pixel borders on UV maps really isn’t enough when you can view a mesh from far away. I’ll do a better job of keeping the maps free of black in the future.

I agree on the mipmapping. The reason I turned it off is that the paintings is really the only area you notice it. Now it’s a bit weird when walking around but the paintings display so much better when standing in front of them. I did play with some settings but couldn’t get the desired result.

This is just a small demo and I don’t think adding rooms would do much more then adding more space. I think it would be best to work on getting a better overall experience in this one first. Would be no problem since I have a door though. :wink:

In future projects I should really adapt a Gamma 2.2 Linear workflow to get more out of my lightmaps. http://www.aversis.be/tutorials/vray/essential_gamma_01.htm

I used Brute force when rendering as I could not get good enough results with IR maps. This adds a lot of rendering time but the IR maps didn’t come close in corners and most lightmaps didn’t match very well.

Well I think this is the end of this small project. I’ll be busy with a IPhone game the coming months (sadly not Unity related, but I might post it anyways) and then I want to have a go at something more game related using Unity.

Thanks again guys.

M.