An Interactive Real-Time 3D Environment

 Click on the Sketchfab logo to view scene on Sketchfab.

Step 2: Since all of the objects inside the environment were not UV unwrapped, I had to go back and unwrap some models, then reconfigure the maps to fit them. Unwrap is not needed for pre-rendered scenes, plus there are nicer ways to size maps on geometry (like using the “crop image” feature in the Bitmap Parameters of the Material Editor) that Unity does not recognize.

Step 3: To prepare the environment for the “walk-through”, I had to model more props. This interactive environment (unlike the VR Panorama) enables the user to walk all around the studio and therefore, be able to see more things, So, I needed to further populate the space and build-out areas of the studio not previously in the panoramic view used for the QuickTime VR™ panorama.

Step 4: I textured additional props and rooms.

Step 5: I reduced the polygon count for many of the models in which I had already modeled the previous year. (Pre-rendered scenes do not have the poly restrictions that a real-time 3D platform has.)

Step 6: Imported the environment into Unity™, laid things out and added the Player Object.

Step 7: Set-up lights in Unity™.

Step 8: Added interactivity inside the Unity™ game engine. PlayMaker™ was used to help with this process.

Step 9: Exported the final interactive “game” and embedded it in my web blog. [Final Unity Project to be posted]

Normal Map Creation:

The biggest challenge with this project was to make the normal maps look good because I never modeled the walls with the old wood planks, etc. Look at the images below. These texture atlas images are actually 4096 x 2046. I make them big so I can add detail.

The first is the diffuse map. Click on to enlarge.
The normal map was created from scratch , starting with a gray-scale version of the diffuse map, since I did not model the textured surface of the walls. Click on to enlarge.
Specular map, created from scratch in Photoshop. Click on image to enlarge.