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.
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.
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.