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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
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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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