Unity for Architectural Visualization Table of Contents


Table of Contents

Preface
Chapter 1: An Integrated Unity Workflow
Chapter 2: Quick Walk Around Your Design
Chapter 3: Let There be Light!
Chapter 4: Promenade Architecturale
Chapter 5: Models and Environment
Chapter 6: Shaders and Textures
Chapter 7: Full Control with Scripting
Index

  • Chapter 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
    • Chapter 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
      • Chapter 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
        • Chapter 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
          • Chapter 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
            • Chapter 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
              • Chapter 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

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