Hub 27 - Archviz
Real Time and VR - A New Solution for ArchViz
I was tasked to model and texture a multi story convention building while keeping everything optimized for VR in Unity with an alternative low performance version for web browsers
Light weight and Optimized:
1. Conception and Consulting
We start by discussing what will be shown in the visualization and in what detail. We will consult you about cost and how you can help us with cutting them by sending us data such as CAD models or reference material. In this case, Messe Berlin desired a VR application to have an easier time selling their new Hub27 convention building to their Clients. The application required to be optimized with a lower resolution version for web. Production begane shortly afterwards.
2. Level Creation
First step was to take the existing CAD model and optimize it. We discussed during consulting which rooms will be enterable and the geometry of non-enterable rooms was cut. Including every structural element that won’t be visible when the building has been finally constructed. All cut objects and geometry are not deleted. We use a non destructive workflow so that we can quickly add elements back.
3. Asset Production
These are very important for applying texture to your model and Need to meet certain requirements to work flawlessly in a game engine. One of those are second UV channel that will be used by the engine to bake the light
Textures and Materials
Thankfully Messe Berlin supplied us with detailed information about what materials will be used in the final building. That helped us to create photo realistic materials efficiently. Using a node based material Editor, we then created a series of complex shader that allowed us to apply textures on large surfaces without seeing repeatition. And by utilizing world spaced properties, we can then apply the same material to individual objects and keep the scale and Location of a texture the same.
Small assets that are distributed all over the building are highly optimized with normal maps and channelpacked textures. Objects such as chairs or Spotlights Need to have Level of Detail, or ‘LOD’ for short. Viewing from close, an objects will appear highly detailed but lose that Detail once the Viewer starts moving away. This process saves computer performance and allows us to fill a room with many of the same asset.
Lightbaking or Lightmapping is the process of saving lighting information into texture files. The light will then be “static” and won’t be a burden to computer performance because it is not being calculated at run time. Thus the scene will be very efficient so that even low performance devices can play them.
4. Adjustments, Iterations and Finalization
During production we will update you regularly on our process and make adjustments on the way. We will go through iterations until you are happy. We set everything in the Scene up to be easily adjusted. Materials can change their colour and intensity dynamically or assets, such as chairs, can bet re-arranged quickly. Once you give the ok, we will start the lightbake and compile the code to finalize your Virtual Reality App!