Unity for Architectural Visualization


Unity for Architectural Visualization
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Overview
Table of Contents
Author
Support
Sample Chapters
  • Simple instructions to help you set up an interactive and real-time scene
  • Excellent tips on making your presentations attractive by creating interactive designs
  • Most important features of computer games covered, to develop compelling, interactive scenes for so-called “serious games”

Book Details

Language : English
Paperback : 144 pages [ 235mm x 191mm ]
Release Date : September 2013
ISBN : 1783559063
ISBN 13 : 9781783559060
Author(s) : Stefan Boeykens
Topics and Technologies : All Books, Game Development, Other

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

                Stefan Boeykens

                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 Computing courses and teaches students how to use AutoCAD, SketchUp, ArchiCAD, Solibri, CINEMA 4D, Rhinoceros, Grasshopper, and Unity. He is the author of the CAD-3D.blogspot.com blog, which discusses CAD, 3D, and BIM, with a particular interest in free and educational software for architects and interoperability. Under the name of stefkeB he is active online in various platforms and networks. He is also a schooled guitar player, both classical and electric, with a keen interest in musical composition in a variety of styles, including progressive rock, pop, metal, electronic experiments, and purely acoustic songs, in English and Dutch, but often also instrumental. As stefkeB, he records everything at home, using Ableton Live mainly. Some of his music can be heard on Soundcloud and Bandcamp. All his compositions are available under a Creative Commons license (CC-BY-NC-SA), by choice. Unity for architectural visualization is his first actual book, but he has written countless software tutorials; recorded an extensive set of video-tutorials, freely available on Youtube; and has written several academic publications that have been presented on conferences worldwide.
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                Frequently bought together

                Unity for Architectural Visualization +    Learning C# by Developing Games with Unity 3D Beginner's Guide =
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                What you will learn from this book

                • Convert CAD or BIM models into Unity-compatible formats
                • Use the default Character Controllers to walk around your design
                • Configure light sources and use Lightmapping to bake lights and shadows into your model
                • Add a mini-map to display an overview of the design
                • Tweak the model import and other settings to improve performance
                • Use a shader to simulate a simple and convincing glass
                • Write scripts to open doors, move platforms, and display model information
                • Allow the users to switch cameras and materials using a GUI

                In Detail

                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.

                Approach

                A tutorial packed with practical examples and screenshots to help you become an expert in architectural visualization using Unity.

                Who this book is for

                This book is written for students and professional architects who know how to model buildings in 3D and have a need to turn their design into an interactive model, even if you have never used Unity before. Experience with visualization and programming will be helpful, but is not required to follow along. You will learn all the basics throughout with the help of step-by-step examples. The majority of the examples work fine in any recent version of the Unity software, on Windows or Mac, but occasionally features of the Pro version are required.

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