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4. 1st Floor Walkthrough
6 months ago
A real-time proof of concept of the first floor of the house environment from our exploratory adventure game codenamed Parsimonia. This video demos 8 of the house's 19 distinct rooms, about 25% of our full environment.

The video is a bit choppy due to our screen recorder, but the game runs very smoothly on modest hardware. The video was captured at 1280x800 on a MacBook Pro, 2.8 Ghz Core 2 Duo, with GeForce 9600M graphics.

If you like what you see, please follow us on Facebook or Twitter!
facebook.com/pages/Parsimonia/205180336175311
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  • Friedrich Hanisch 6 months ago
    This is Unity3D?
  • Basenji Games plus 6 months ago
    Yes, it's all Unity in-engine. We didn't use Unity's light mapper though, that was all done through Maya & Mental Ray.
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  • Claus Arwilk 6 months ago
    Yup, Unity3D. Looks just like my house! (*cough*)
    Kidding aside, this look amazing. I'd love to see a 'making of' video or writeup.
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  • Rick Rodriguez plus 6 months ago
    Excellent! So all lighting is baked? Are there any real-time lights at all?
  • Basenji Games plus 6 months ago
    Yep, all baked. We're using some specular-only real-time lights for wood and metal, but the primary light contribution is baked.
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  • Joseph Saltzman 6 months ago
    Looks awesome!
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  • Robin King 6 months ago
    Absolutely beautiful!
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  • Ryan Boyd 6 months ago
    How is this realtime? Thats amazing.
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  • Eric Michael Rasnier 6 months ago
    So all is baked to UVs? Would it be possible if you could bake animated lighting from a sun lamp to UVs to mimic sunlight according to time?

    And what programs did you use?
  • Basenji Games plus 6 months ago
    The lighting is baked into 2k resolution 16 bit EXR images. The light maps are applied using a secondary set of UV coordinates so that we can use very large light maps on top of very small repeating color maps (e.g. repeating wood and fabric textures). To bake physically correct animated lighting we would need to generate multiple HDR images for every major lighting position which would be require far too much video card memory.

    The scene was built in Maya, baked in Mental Ray, and imported into Unity.
  • Eric Michael Rasnier 6 months ago
    Ah I see. That makes sense.
  • Basenji Games plus 6 months ago
    Small correction, I said we're using 16 bit EXR images, but they're 32 bit.
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  • Reza Natsir 6 months ago
    I pity ur oven LoL
    But seriously though this is so immersive!
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  • Ken Pimentel 6 months ago
    Are you using 3ds Max for creating the scene?
  • Basenji Games plus 6 months ago
    We used Maya and Mental Ray
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  • Robot Ink 6 months ago
    looks nice!
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  • Benjamin Bailey 6 months ago
    Nice work! But the character seems too tall - perhaps around a foot too high?
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  • VirtuallisAR 6 months ago
    Hello Basenji.
    I am working to do what you create, but I am using 3dsmax and vrayrender to bake. The scane that I am doing is this:

    maqueteeletronica3d.com.br/novovirtua/salaestar.html

    This a Walkthrough point to point based in flash,but all my apartament was modeled in 3dsmax and vray render, so its be ready to been baked. My doubts is about the baked workflow: How did you proceed in your scene? For example: I have to bake first the walls, and floors, that I import to unity, and after taht I start to bake and import the furnitures? Could you give me some tips to execute this? I am at I7 12giga RAM, with a quadro fx 4000 ok? Thanks very much for your attention! Best Regards! Dan kroll
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