Real world places in real time... new user and first Unity projects

Hi all,
we are new in Unity (few week) ad we are pleasure to show you a few our projects, ported as demo, in unity.
They are real world places that we have made the 3d model from cartographic materials and real photo for the buildings.
see you soon

Max
Sjm tech

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Unity 3


Unity 2.6

webplayer
http://www.sjmtech.net/trasferimenti/RT4/Villacidro3D-plus.html (New 1280x800)

old 2.6 project
http://www.sjmtech.net/trasferimenti/RT4/Ozieri.html

I like these very much :slight_smile:

thank you fo your comment! AbsoluteBreeze

my second step is try to use the optimization methods (culling and LOD ) to transport in unity a our big 3d textured City model.
greetings

Max
Sjm Tech

Ambitious project, this is exactly what I’m doing right now and I hope to have my demo project ready soon :slight_smile:

The first project runs quite slow, need some optimizations, the second one seems fine, probably will looks better if you add some normal maps ont he building, so you’ll have more detail.

Ottimo lavoro, continuate così :slight_smile:

Hi Nick3D!
the optimization is my next step and a priority and it is the only way to do my Large projects plays smooth as possible.
Thanks for your tricks

i’m glad to look your demo project

Ciao Grazie!

I did try to add any normal maps but with baked lights turned on …bump disappear.
I read in this forum that there are many user with the same problem.

instead of"diffuse bump" shaders I did try to use “diffuse detail” shaders wirth same normal map texture and the result it’s quite good but not the same thing!
bye

Max

Updated!
New version:

  • 1280 x 800 Web player
  • Fake normal map (diffuse detail + normal map texture)
  • Mini map (overhead camera view)
  • Orbit camera (keyboard 2)
  • FPS camera (keyboard 1)

bye

Max

To me its a nice game but not sure about the real world pictures on the buildings…Don’t look very good.

ok man this looks awesome for background use, but for up close you really need to do some work to these photo textures, the first being get rid of the benches, and anything else that sticks out or is not directly a part of the building, just clone stamp it in photoshop shouldn’t take to long. Fix the roof textures, the minimap looks awesome par the highly visible tilling on the roof texture.

love the camera controls, real nice mate, the sounds are pretty sick too, but i don’t think its infinite oclock, so you should do something about the bell ringing constantly, looks more like 2pm or 10am judging by the sun anyway, so either 1 ring a pause then 2 short rings (2pm) 1 ring pause and 10 short rings (10am) been a while since i lived near a church but im pretty sure that’s how it works, in England at least, theirs then a ring every 15minutes, so 3 an hour and then the current hour rings out. For the game though ild just make it ring a few times then take a break for a minute or 2 then ring out again rather than constantly ringing.

it is true, superdave, it is not a best solution, but it is no a game but a virtual tour of one real city…too many details and too many different building faces to make a custom texture for all.
The demo is only a small part of a big project.
See this example for the real project area
http://forum.unity3d.com/threads/64896-Strange-problem-on-shadows-(unity3)-with-different-graphic-cards!

Thanks for your tip

MrSmive, thanks, i did make a try with bump map, but with lightmap it not work. I did add a detail map and other minor fix in this HD version:
http://www.sjmtech.net/trasferimenti...ro3D-plus.html (New 1280x800)
but as had said superdave, real world pictures are not the best for closest viewing.
but real world pictures are the goal of the project.
Yes, your tips to the texture and sounf FX are very good. thanks
Bye

I think it looks great! As the OP says, you have to keep in mind the intended purpose of the project. With that in mind, I think it’s been very well executed. One thing you could do if you wanted to prevent people from getting too close to the textured walls is to limit the camera to paths. Maybe add waypoints to the top view window and allow the user to click on a waypoint and then have the camera follow a path to that waypoint. Just a suggestion if you decided you wanted to change that. Personally, I think it’s fine as it is.

Thanks, bigkahuna , waypoint use could be a nice feature!

Ciao Massimiliano, very nice works! :slight_smile:

Stefano

Grazie Stefano… I’m glad you like it!

Max

nicely done what do you use Unity3d pro or free edition?

for your lighting mate, just bake it from its self, aka the model, with a skylight set to white or similar and basic bake settings to get the ambient occlusion, it wont be a super awesome detailed one but it will be better than the unity one, you can also use simple uvmaping on the faces to mark areas that are say brick, wood or glass, in your 3d editor and then add exaggerated bump and render it as normals, should work.

Youl need your city block or buildings in your editor, uv unwraped so its set to a flat texture, a copy with added loops to make mapping the bump easier, areas that are different mats sectioned off with geometry, then just apply your projection modifier, you should be able to use a really tight cage, and bake your normals on. Do the same for the AO you can leave the bump on but best to lower it a tad, add the AO to your diffuse as a candy layer set to multiply (black and white layer above diffuse layer) this should give you a more interesting up close feel, and also a more connected and controlled environment, nothing to light/dark or overly detailed. Will take a bit more work, but iv seen your stuff, you can do it, no probs and it would be well worth it in the long run, it will look better close, and far, and best of all, be a better representation of your abilities mate.

I used Unity Pro! …thanks Stolenbows

MrSmive …your tip are welcome…i hope to do a try soon! Thank You!

np mate best of luck, cant wait to see the results

Cool man))