I’m aware it runs ok only on powerful machines, like a MBP, but I’d appreciate crits and comments.
Quality Settings:
Fastest: 1/8 textures no AA
Fast: 1/4 textures no AA
Simple: 1/2 textures no AA
Good: 1/2 textures no 2xAA
Beautiful: Full res textures no AA
Fantastic: Full res textures no 2xAA
keys:
,. lower/raise camera
-+ zoom out/in
space jump
f toggle floorplan
f1 show help
g add glow
h reduce glow
Bouns: press the 1 key for a funny looking version.
Looks good. Runs fine on my 17" iMac Intel Duo at max resolution and “good” quality. Pretty jumpy, but still viewable at “fantastic” setting.
Lighting and textures are excellent, only critical comments I can think of (and these are being “super critical”):
there isn’t much light contrast in the stair case so it was a little hard to maneuver
the game pad help screen at the begining wasn’t displayed long enough, maybe hold it on the screen until the user presses a key
I used a Saitek analog joystick and movement seemed a bit clumsy. Might be the sensitivity of my joystick, or might be the way you have the collider boundaries set up.
But as I said, over all this is a very nicely done architectural demo. What software did you use to render and bake your lightmaps and textures? The whole demo has a very nice, “soft” atmosphere to it.
Try pressing the h key for a bit to reduce the glow and enhance the contrast in the stairs.
The instructions are there for 5 secs, I’ll make it 10 to display it you can use the f1 key
I am not so happy with the gamepad movement. I use logitech, but something is not good enough. Mouse is ok, but gamepad becomes clumsy, especially on “heavy” polygon/bake areas. Dont understand why its much smooother with the mouse or how I can get this responsiveness on the pad.
very sharp ; )
a few small things you are probably aware of:
-there’s a hole in your geometry in the far corner of the left bedroom.
-theres some floating shadows on the second floor deck.
-some z-buffer flickering here there (fireplace bathroom)
-at the corners of your walls there is a visible texture line, it looks like it might be the result of your light bake perhaps?
Thanks. I’m aware of this defects and want to fix them. Some are fixable in the maps others require geometry fixes. I’m curios about the z-buffer tho.
This is one of th units of a project in Miami. The idea is that the customers can walk inside them in real time. I’ll post the complete project in a week or so.
cool. i used to to modeling drafting for some architects and always wanted to do something like this. sadly this was back in the days of autocad r12 3ds r4 so all we ended up with were non-textured static walkthroughs.
i wanted to have a default path that the camera followed which passed all the main features of the building - but at any point the customer could pause it and go investigate something on their own - then just click a button when finished it would smoothly put you back on the path. this would have been done because our target audience for these sorts of things usually wouldn’t be avid gamers so the potential to get lost and/or frustrated is pretty high - also it just leaves you with a nice default walkthrough if the customer doesn’t want to play with the controller at all.
regarding the z-buffering - you probably just have some overlapping or very close together geometry in those areas. (if i remember the base of the fireplace in the right bedroom the bottom of the divider between the shower the toilet were two of them).
it really does look great - nice atmosphere - i can’t wait to see more ; )
A few things:
Are you using the old first person controller? It feels very sluggish and has problems going up the stairs. If you are, try putting in a later one - that behaves much better. Note: I played with a keyboard, so maybe it was more pronounced for me. Still, the stair problem should just go away with the new FPS controller.
You had what looked to me like double polies on the heater-parts of the stove (don’t know the exact english term).
The brass bowl could really use a reflective material, so the change when the user walks around it. Should probably be quite subtle, but after seeing your beautiful glass table, the bowls felt a bit wrong.
About z buffer flicker: in general, try to use as large camera’s near clipping plane as possible. Z buffer precision largely depends on near clipping plane (the larger the value, the better the precision).
Lovely work as always zerofractal. My GFX card gets creamed with all the textures being used, but it’s still smooth enough for an architectural walkthrough like this.
I’m intrigued by some of the metallic surfaces, especially in the kitchen, bathroom, and the bronze lamps on the second floor. There’s an iridescence and weight to them that I’m not sure how you’re getting. Are the metallic surfaces just a product of the baking you’re doing in 3DS Max or are you using a custom shader in Unity (or both)?
The metalic surfaces are simply baked. It looks ok since they have a low glossiness if they ere perfect mirrors they would look really odd by simply baking the map.
I think I found your problem… there was some sort of shiny fungus sticking out of your disk drive door… just remove the shrooms and it should look fine.
there seems to be a problem with the grafix card on a macbook pro. on my G5 i can see a photo of miami beach (?) when i look out the window. on my macbook pro it does not show up. did you alter the download file or is it a bug?
my macbook pro has the X1600 with 256MB ram, the G5 has the GeForce 7800GT card with 256MB ram.
I’m aware of this. Somehow the bk pic doesnt show on older G4s or on mac minis. regaridng the green one. is that my apartment?? it looks like it has the flu :) This is the rason why the project is currenty aimed at a contolled environment
We give a box to the client with the project loaded. This way we ensure everything goes ok.