The demo is finally basically done. Some small adjustments (such as ramping up the dirt/graffiti some more) are needed, but after that it should be ready to use for testing. Probably the trees shouldn't be placed in such a way that it hits you in your delicate virtual face - and virtual feelings - as well. The placement of the graffiti textures needs to be adjusted also, which is kind of a quick thing to fix by adjusting the UVs in Blender and re-importing the buildings. All in all, these adjustments probably won't take more than half an hour.
The player camera moves in a scripted way, and when the VR-camera is used instead of a regular camera, the player will be able to look around - but not control movements.
With the (simple) UI done, the next step was to make it communicate with the other scripts. The scripts hade to be re-written and optimized somewhat, but now works as expected.
As this is a separate scene for testing, the next step is to bring this into the main scene.
As the walkthrough in the test will only be about 10 seconds with each environment setting - and to decrease the chance that the user's perception will be changed due to movement - a navigation setting will be implemented. The user will still be able to look around using a VR headset, but the movement itself will be scripted.
As most of the pieces are coming together, it was time to start making a user interface. Using this, the values set in the parameters will be sent to the different scripts when pressing "Generate" and the changes will take effect in the Unity scene.
With the modelling finally done, it was time to set up the scene in Unity. Everything in the project has been modelled in Blender, except for the trees and skybox which were downloaded from the Unity Asset Store.
To make the scene less bleak and make it what probably would be expected from a user, typical street stuff such as light-posts, trashcans and benches where added to the scene.
Having made an Editor script that communicates with the texturing scripts, it's possible to execute functions without actually having to press play and quit in order to see the differences made.
After having wached a Blender-specific tutorial on adding dirt and grunge, where he used an occlusion map to specify where the dirt should be added, I tried to apply this to my project in Unity. Since the occlusion maps where pretty washed out, I made a script that could increase the contrast and make use of thresholding to mark where the dirt should be added.
With now having both the perlin noise script, and the occlusion script done, I combined them to make the adding of dirt more realistic than just adding the perlin noise by itself. The results can be seen below.
Original occlusion map to the left and with contrast/threshold-script to the right (green used to make it easier for testing).
Original diffuse/color texture to the left, and with just the contrasted/thresholded image added to the right.
Perlin noise overlayed to the right, and with perlin noise/contrasted occlusion map to the right (rather small amounts of dirt applied in this picture, could be brought up more with changes to the perlin noise map).
The concrete and orange stucco textures with including normal and specular maps.
With textures done, they were brought into the software CrazyBump which automatically generate normal, specular and occlusion maps from the imported texture.
Following a Youtube-tutorial on creating concrete, Photoshop was used to create a tileable wall texture , using noise, cloud and lighting effects.
The results are hardly perfect. But it's difficult to say how will look when applied to the Blender model in Unity. If it doesn't look realistic a photo from CGTextures.com will probably be used.
Created in Photoshop...
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Perlin noise text
After having the Stockholm building modellig done in Blender (pre-texturing) with the right scaling, rotations, positions and origins properly set so that they can be scaled correctly in Unity depending on user input, the model was brought into Unity. The first test can be seen below.
After having the Stockholm building modellig done in Blender (pre-texturing) with the right scaling, rotations, positions and origins properly set so that they can be scaled correctly in Unity depending on user input, the model was brought into Unity. The first test can be seen below.
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