Book Image

Unity for Architectural Visualization

By : Stefan Boeykens
Book Image

Unity for Architectural Visualization

By: Stefan Boeykens

Overview of this book

Architects have always relied on drawings, renderings, and sometimes even movies to present their design concepts to clients, contractors, and other stakeholders. The accessibility of current game engines provides new and exciting possibilities to turn any design into an interactive model that anyone can experience at their own pace. "Unity for Architectural Visualization" explains how you can create compelling, real-time models from your 3D architectural project. Filled with practical tips and in-depth information, this book explains every step in the process, starting from the very basics up to custom scripts that will get you up to the next level. This book begins with a general overview of the Unity workflow for architectural models. You will start with a simple project that lets you walk around in your design using basic Unity tools and methods. You will then learn how to easily get convincing lightning effects on your scene. You will then set up a basic navigation system in your project, and not only this; you will also cover some tips and tricks to take navigation to the next level. You will quickly learn how to fine-tune the shaders and how to set up materials that are a bit more advanced. Even when you finish Unity for Architectural Visualization, this book will make scripting easier with reusable examples of scripts that can be applied in most projects. After reading this book, you will be comfortable enough to tackle new projects and develop your own.
Table of Contents (15 chapters)
Unity for Architectural Visualization
Credits
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
Index

Summary


This chapter took control over navigation into the next level. We showed how to set up the Third Person Controller and how you can use either the default worker character or one of the Asset Store packages, which might come at a price. All setups, either FPC or 3PC also control the Camera component, which is essential to display anything on screen. Without a camera, you wouldn't see anything happening. But you don't have to stop at a single camera either. You can layer several cameras in the same scene, using the Depth field and the Normalized View Port Rect section. You can overlay even more information or simply add static text and logos, which are easily set up using a GUI Text and GUI Texture. They do not require any scripting. More advanced user interfaces will be discussed in Chapter 7, Full Control with Scripting, when introducing GUI scripting.

The next chapter will further fill our project with models and set up an environment. This will make our project more interesting...