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Unity for Architectural Visualization
Table of Contents
Unity for Architectural Visualization
Credits
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. An Integrated Unity Workflow
Assets and the Unity workflow
CAD or 3D modeling software
Passing through intermediate software
Expected pitfalls
Missing back-faces
Missing texture coordinates
Superfluous geometry
Lack of instances
Building Information Modeling (BIM) Software
Example workflow scenario
Considerations when using BIM software
What about dedicated real-time solutions for CAD/BIM?
Updating the scene when changes occur
Optimally supported workflows
Summary
2. Quick Walk Around Your Design
Setting up an (almost) empty Unity project
Loading up a CAD model
Can you show me, please?
Controlling the import settings
Meshes and materials, or Shaders
Adding sun light
Adding navigation using a first person controller
Minding the gap
Summary
3. Let There be Light!
Basic light sources
Shadows
Real-time shadows
Sun study animation
Faking shadows
Lightmapping
Other lighting techniques
Browsing the Asset Store
Lightmapping packages in the Asset Store
Pre-rendered models
Summary
4. Promenade Architecturale
First Person versus Third Person Controller
Setting up the First Person Controller
Setting up the Third Person Controller
Choosing between FPC and TPC?
Further tweaking and refining the character controllers
Loading a custom third person character
Using a custom static model
Loading a new character from the Asset Store
Using Mixamo characters and animations
Adding a live minimap
Switching between cameras?
Setting up a turntable camera animation
Displaying basic text/information on the screen
Summary
5. Models and Environment
Loading 3D Warehouse models
Setting up a basic landscape
Customizing trees with Tree Creator
Creating a custom Skybox
Optimizing scenes and models
Showing only what is needed
Grouping objects by material
Using Prefabs (instancing)
Using Levels of Detail (LOD)
Culling and Batching
Combining Meshes/Children
Combining materials (texture atlas)
Avoiding excessive collision geometry
Summary
6. Shaders and Textures
Adjusting basic textured materials
Creating convincing glass
Using advanced textured materials
Using procedural materials
Allegorithmic substances
Learning further material techniques
Adjusting texture mapping
Applying animated textures
Summary
7. Full Control with Scripting
Scripting crash course
Triggering doors and elevators
Using triggers and colliders
Refining the opening animation
Moving platforms
Solving a problem with parenting
Rework the script using an animation clip
Basic heads-up-display with a custom GUI
Toggling lights and other objects
Switching between cameras
Switching between materials
Further interactions
Resetting the player
Loading another level
Some additional Asset Store tips
Summary
Index
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Unity for Architectural Visualization
Copyright © 2013 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: September 2013
Production Reference: 1190913
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-78355-906-0
www.packtpub.com
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Author
Stefan Boeykens
Reviewers
Dr. Pieter Jorissen
Dr. Sebastian T. Koenig
Acquisition Editors
Anthony Albuquerque
Kunal Parikh
Lead Technical Editor
Meeta Rajani
Technical Editors
Chandni Maishery
Krishnaveni Nair
Aman Preet Singh
Project Coordinator
Akash Poojary
Proofreaders
Lawrence A. Herman
Lindsey Thomas
Indexer
Mariammal Chettiyar
Production Coordinator
Prachali Bhiwandkar
Cover Work
Prachali Bhiwandkar
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Stefan Boeykens is an architect-engineer from Leuven, Belgium. After graduation, he was involved in architectural practice for about 4 years, before returning in 2007 to KU Leuven for his PhD on the integration of Building Information Modeling (BIM) in the design process. He worked on a variety of research and education projects, ranging from CAD and BIM, to metadata for architectural archives and cost simulations. His main research interests are BIM 3D modeling, and visualization, digital historical reconstruction, parametric design, programming, and interoperability between a variety of software tools, with a special focus on open BIM.
He is quite literate with software in general, with extensive expertise on ArchiCAD, AutoCAD, SketchUp, Rhinoceros, Excel, Solibri, Processing, CINEMA 4D, Ableton Live, Photoshop, Illustrator, CorelDRAW, Artlantis, and Unity. He likes cross-platform approaches, even more since switching to OS X. Hard disks are always too small for him.
Stefan Boeykens is currently employed by the Department of Architecture at the Faculty of Engineering Sciences at KU Leuven, Belgium. As a teacher, he is responsible for the Architectural...