This is a work in progress of a project I am designing(was an architect LONG ago before I got into CGI and games). Just wanted to show how happy I am with Beast so far!!!
WebPlayer:
http://dl.dropbox.com/u/9986436/CoffeeShopV2.html
This is a work in progress of a project I am designing(was an architect LONG ago before I got into CGI and games). Just wanted to show how happy I am with Beast so far!!!
WebPlayer:
http://dl.dropbox.com/u/9986436/CoffeeShopV2.html
Wow, thats a very beautiful environment you’ve created there, i especially like the upstairs area, looks photo-realistic.
It looks nice, but I noticed that I had to download the webplayer, so I made a webplayer for you:
http://dl.dropbox.com/u/11957743/CoffeeShopV2.html
You might want to use this link instead of the one you have.
Thanks for that… didn’t know it was necessary.
That’s what the community is here for.
If you want to know how to do it yourself:
Create a dropbox account and install dropbox
Go to Dropbox/Public and paste both your .unity3d file AND your .html file
Right-click your .html file and select Dropbox-Copy public link
Go to the thread that you started and select the link that you posted then right-click it and select paste.
Nice.
Its really detailed and there is no screentears and drop of framerate. Well done!
Looks great! i found just 1 error in your UVs. in the border of the door of the counter. After enter to the store, right way, counter marbel border.
looks pretty good. Did you baked it with beast or in your 3D software?
Fixed link so its from my public Dropbox now! Thanks bgivenb! Thank you all for the comments. Beast was used for the lightmapping.
ratonmalo, thanks for noticing that. I need to fix it, just haven’t been able to get back to that yet. Once I finish integrating the interior ‘filler’ I will also fix that. Have a great day guys!
Gary
This really turned out great Gary, nice job. The only thing I would add would be anti-aliasing. Since I’m guessing you’re using deferred rendering, search the forums for the “fake AA” thread and download that script / shader. That will allow you to add anti aliasing to your camera and then tweak it as desired.
Using forward rendering right now as DR was twice the draw calls(at least when I switched in the editor.) I will look into the AA though, reading up on it now. Thanks BigK!
great stuff, the overall quality is really really good ![]()
It looks really nice, makes me seriously consider upgrading to pro. How long did it take to bake the scene with beast?
My only recommendation is that you use higher resolution textures. Specifically I noticed the marble was pretty low-res. Seeing a “reflection” of a crystal clear marble counter-top would have been marvelous.
Antitheory thanks. It is a WIP and not all textures are optimized/final yet. As far as baking time was about 20 minutes(ish) on my iMac 2010 8core with 16Gb ram. Not to bad considering it would have taken that long to render as sill in a GI render engine like Modo’s renderer or Mental Ray in Maya.
I also have to keep a fine balance of what will end up being the things that are important as the final delivery’s requirements are SUPER fast download and delivery to the browser… I appreciate the comments everyone. I will take them all in and find that balance the client needs! Thanks again all.
Gary
Veryy nice work haha
Very nice, I love seeing stuff like this in the Unity engine.
Couple of UV mapping/texturing errors (at least look like) that will probably be easy to fix. Sorry if any of these is not an error but a planned thing.
http://vortex69.tk/tralha/uforums/garyhaus/Chair.jpg
That white part is not planned, right?
http://vortex69.tk/tralha/uforums/garyhaus/slate.jpg
Self explanatory ![]()
http://vortex69.tk/tralha/uforums/garyhaus/Wall.jpg
This one…I don’t know, maybe the texture has a white border and you’re ‘stepping’ into it?
http://vortex69.tk/tralha/uforums/garyhaus/Wall2.jpg
This could be skipped, but maybe you could reduce the size of that face on the UV map a little bit there so it doesn’t show the circle? Or shows a complete circle.
(Yes, I fully know those are a bit nitpicking, but they seem easy to solve and if this is work for a client the nitpicking might be worth it
, I also know garyhaus said these were not final textures and all that, but I like to nitpick
)
Other than that, it looks really nice.
Thanks vortex yes I plan on fixing those I appreciate the nitpicking criticism from everyone! Thanks again!
Gary
love those floor tiles outside, great work.
looks great, but you said you were an architect once, surly that circular design would create a imbalance in force and instead of directing it into pillars and to the ground it looks like it would push the pillars away and want to fall straight down. putting some small arches on the out side of the extra pillars might help with that feeling or a few steel columns inside, either way you probs know what i am talking about. Some SI on the laptop lights ect wouldn’t go a miss either.
i really like you work,its fantastic
well done ![]()