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Interactive ICU Room


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1286636625.jpg

Studio/Institution: EwingCole
Genre: Commercial Interior
Software: Unity3D
Website: http://www.buchhofer.com/labs/icu/
Description:

Here is a work in progress interactive scene of a hospital ICU room, created in 3dsmax and unity3d, baked in unity3, a test scene done to work out some of the kinks with the built in light mapper and the associated material changes needed to move from Unity2 to Unity3 style working in a small scene before i move on to larger projects.

 

It turned out decently, so I wanted to share and get feedback.

 

Controls are very very basic: W/A/S/D to move around Forward/Left/Back/Right respectively, click and drag with the mouse to look around, E/C to move up/down.

 

http://www.buchhofer.com/labs/icu/

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lighting looks great for the unity engine. i would tone down the reflectiveness of the cabinets as well as get a bigger texture for them and the door they are very noticeably tiled, through a few more polys to your sink to keep things more consistant. and change the exterior, that blue outside cube map or sky dome is killing it. i put a big long building outside right along side of it like 20feet away or so.

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@Dan, thanks, all good suggestions, i may just go with a blurry reflection cubemap for the woods instead of the sharp one, i was playing around with taking reflectionmaps of inside of the room near the reflective objects, it worked pretty well on the curved objects, and a bit unconvincingly on the flat objects.

 

Its a real pain to blur out cubemaps effectively, and trivially easy to make sharp ones, so its a bit of a tossup as to what to build in there. another option is to build a custom shader with a bit more fresnel effect (Like the glass reflection). we'll see, if i get more time to play with it!

 

@vakis: yes it was done with unity Pro, though its not using much of the pro features, i'm using one of the bloom shaders and a curves post process shader, which are pro only features, otherwise it was just the Beast Lightmapping, which while easier, can be worked around fairly easily by baking scenes in 3dsmax or elsewhere.

 

pretty basic scene ;)

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