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Question by wksDigitalArtist · Mar 06, 2013 at 05:47 PM · cameralighting3drenderingimage-effects

Improving the look of Unique/User Planned Scenes

Hi Guys,

Ive been working on a long term project developing a 'Planning tool' using Unity3d for the 3d functions of the tool. Essentially, the user Plans out a room using products in which the specific company sells. For this, a front end is used, passing through data to Unity for purposes of positioning each object, drawing walls etc... Each object is also broken up, for example into Units (cabinets) and Frontals (doors on those cabinets). These are located in a second phase using locator strings/placeholders, placed onto the Mesh using Autodesk Maya also used to create the assets.

The end result is a Room Plan in which the user can walk around, open doors and so on...

However, making this scene look 'good' is a little tricky due to the fact that no baking can take place due to the fact that each scene is unique. Naturally, separate objects can be baked externally using a 3d Package and so on, however the scene would still lack the edge to pull it all together into one nice artistic style.

The company has recently upgraded the graphics cards in which this app is displayed on, thus I have a little more scope to play with now. I have recently started looking into slightly more advanced Shaders along with image effects. The scenes do contain directional lights, shadows cast on certain objects (high poly objects are culled from this), most shaders are bumped, reflective etc..

It does look slick, however I am looking to put the icing on the cake. A way to pull each of these seperate assets pulled in on the fly from seperate unity3d prefabs together into one nice style so to speak. It seems image effects are the way to go, I believe at very little GPU cost.

I just wondered if anybody could suggest any more methods to crank up the look of the scenes in which the user is presented with?

Any suggestions would be much appreciated!

Many Thanks!

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