Join Scott Onstott for an in-depth discussion in this video Using the exercise files, part of Unity 2017: Architectural Visualization.
- [Instructor] Once you have downloaded the exercise files and extracted them, you'll see a structure like this. I've organized them by chapter. Let's take a look at these. So some chapters have subfolders that say additional assets while others have a project folder, and still others have both. It just depends on what's being covered in the chapter. Let's say you wanted to jump into a specific chapter, or go back and review a chapter you've already covered. What you would do in Unity is set your current project to the project folder within the chapter, and then Unity's user interface would manage all of these assets and display them within Unity itself.
You generally don't need to come into the file system and move files around very much. That being said, sometimes we do that, and that will be covered explicitly in the videos. The additional assets folders contain different assets that we'll use from time to time throughout the course. But this is all spelled out as you go along. Now that being said, I also want to point out that each chapter represents the beginning point of that particular chapter. So if you want to jump into chapter four, I recommend that you start with the first video in chapter four and work your way through the videos in a linear order.
That way you'll say on track and you'll build the assets as you go. The exercise files are already more than five gigabytes, so it's a lot of information, and that's why I provided assets on a chapter by chapter basis. So if you want to know what the assets are like at the end of chapter four, then go to chapter five. It represents the culmination of the previous chapter and the beginning of chapter five. The final folder represents the culmination of chapter eight and it's how the assets are at the end of the entire project. It also contains a deployments folder, which contains a Mac standalone application, and a WebGL deployment.
Now that you understand something about the exercise files, let's get started.
Instructor Scott Onstott starts with a SketchUp model that he cleans up and imports into Unity, where he creates the first-person and third-person characters and cameras needed to explore the model. Then he shows how to improve the building's appearance by sculpting and texturing the surrounding landscape, and populating it with trees, moving grass, and flowing water. Next, he demonstrates how to animate and script doors so they automatically open as the character approaches. Then real-time lighting is baked into textures for greater efficiency and an overview map is added to keep the player oriented within the overall floorplan. Finally, Scott tests and deploys the final interactive visualization for desktop and the web. No plugins are required to view the results! Follow along to build your own version of the project and strengthen your Unity skills.
- Importing a model
- Creating a first-person and third-person characters
- Scripting the walk
- Swapping characters
- Adjusting lighting
- Sculpting terrain
- Painting textures
- Refining materials
- Animating doors that open and close
- Configuring an overview map
- Baking lighting into textures
- Deploying the game to different platforms