Rough; and not a great showing of this particular artists work (which is really incredible), but I just wanted to learn how to do a few things in Unity. There’s no interaction, just the virtual gallery to give an idea of the art scale.
http://www.watkins3d.com/dunker/DunkerGalleryWeb.html
Enjoy.
Works rather well given the roughness.
I’d disable jumping just for starters…
When do I get a weapon?
Really nice looking, but it seems that the camera is not pointing straight forward. I.e. when I press W I slide forward and a little to the right, and similar off-directions for A, S, and D.
Rune
yes… very nice, but like mentioned above, i didn’t seem to be moving straight ahead in the direction i was pointing…
also… just a suggestion, what about some soft spotlights on the artwork… some of em are hard to see…
otherwise, this was quite impressive…
ahh, one more thing… the wine and cheese… i couldn’t find it 
–Mike
Thanks for the comments. Moving sideways eh? I just used the First Person Controller Prefab, so I must have rotated the Main camera inside it or something. I’ll give that a look.
Oh, and disable jump. Good suggestion.
I really like the floors… and maybe the skewed camera isn’t completely wrong. I’ve been to enough gallery openings to know that after an hour or so of being handed glasses of wine at those events, that the room can really start to do that.
Nice, well made. Who’s the girl? *)
Cool, is all/most of the lighting baked into the textures?
I was wondering if it purposly so, that the transparent pieces aren’t mirrored on the other side, as you would expect from a “real-world” transparent canvas?
The “player” seems to walk straight for me. Either some of you are very picky or the webplayer was updated. It looks fanastic, nice work!
Must… jump through roof…
Looks really nice.
I especially like the logo on the floor.
And yes, the images on the backside of the transparent canvases should be mirrored.
Cant wait to see more.
Cheers
Frank
Very impressive.
I liked the clean and professional appearance of the gallery.
Thanks for the comments everyone.
Yep, all the lighting is baked in.
Yeah, the image should be swapped on the “screens.” I’m actually not sure if he really does any of that kind of stuff, but I wanted to show him I could do transparent, and semi-transparent stuff. But nice observation that it should be swapped on the backside.
He’s checking out to see if galleries are able to navigate this virutal world. Often the galleries are run by notsa tech savvy folks. After that we’ll make a plan to make it “real.” I’ll keep y’all up to date when we do…
I tried jumping through the pictures to get to the different levels, but it didn’t work.
Very nice! I love the style… What would that be called? Wood floors, simple layout, solid-color walls, little silver spotlights, nice clean uncluttered look… Modernistic? Very nice… I seem to be getting phantom lines of white pixels, as if an edge were not uv-mapped correctly. But it happens in the middle of the wall:
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I get this everywhere, too. Very distracting.
Hmmm. That’s weird. What machine are y’all viewing it on? I don’t see it on mine, so I’m trying to track down what might be causing that.
iMac 2.8GHz
4GB Ram
Radeon HD 2600 256MB
There’s my specs, hope they help.
My workstation at work (what I saw the white pixels on):
Xeon E5345 (x2)
4gb RAM
XP64
Nvidia Quadro FX 4600
Edit: Just tried it at home and got the same results.
AMD, Geforce 7 series, XP Pro
I don’t think it’s a UV issue, the dots look like they’re consistent with where the horizon would be out beyond the walls. Strange.
Thanks for pointing that out. It popped up just in recent builds. Very strange stuff.
Would y’all please give it a look one more time and see if this most recent build gives the same problem?
Thanks much for your help.