Using 3D Game Engines in Architecture?
Mentor asks: "Recently, a very promising young architect asked me to give her some ideas for a design presentation she has to do concerning a new building in Germany. Instead of making another dull non-interactive flyby-drivethrough 3dmax-movie, I suggested using the Halflife or Quake engine to precreate the whole building, and let visitors of the exhibition experience the building firsthand, being a player in it, and interacting with the building (without any actual weapons of course :)). I was wondering whether this has been done a lot already . Does anyone have any tips?" I would think that most 3D engines have evolved enough where something like this might actually be practical. Thoughts?
To try my hand at making maps, I built an Action Quake map of my condo/townhouse building. Only problem is whenever I enter the living room now I duck for cover behind the sofa.
Lighting models in Half Life or Quake aren't necessarily suited to real-life conditions. You can produce a much more convincing illusion of sunlight in 3dsmax than you could ever dream of faking in those older game engines. That's the key word : fake. Light is a complicated concept, and is what makes the difference between a 5-second quick render and a 15-minute quality render. To achieve decent lighting in real-time, game engines resort to some smart approximations like pre-calculated reflection maps and light-mapping as opposed to true ray tracing.
You will also have trouble showing the great detail of your work with a game engine. With a pre-rendered demonstration, you can focus attention to whatever you like, and can take things out of their context to show them more closely (e.g. breaking apart a dining chair into its individual legs and screws).
In short, it would certainly be a novel way to show your stuff, but not necessary an efficient one. You might want to try rendering multiple camera paths/angles and make it semi-interactive (think Myst), that could allow the client to see in-depth views of what interests them most. Just a thought.
-Billco, Fnarg.com
it allows you to export to many formats (and import if you already have a 3dmodel) and also has a game engine.
http://blender.nl
"The Most Fun Possible on 4 wheels" is at SunBuggy in Las Vegas
The classic example of this is the Notre Dame cathedral project. It is done using the Unreal engine.
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http://slashdot.org/moderation.shtml
I'd love it if someone were to turn some of my school's buildings into Quake maps. It'd also be nice to have models for some of my profs...
"You spoony bard!" -Tellah
Like billcopc said and I'll summarize, a 3D game engine is designed to be fast and its render params produce good-quality results, but it isn't near high-quality, something I like to add into this thread there's related to the Quake III engine:
- It's a proven project
- It's a reference to programmers
- It has wireframe technology with NURBS-like potencialities
- It can be easily modeled according to developers' intentions
- It analizes objects that won't be visible in the rendered scene and it doesn't spend time processing such objects
Some drawbacks:
- Most floating-point operations are done using single-precision format rather double-precision in order to save bandwidth and to increase performance - hey, QIII engine was designed for 3D games then graphics processing is done along other tasks (physics, sound, artificial intelligence, etc. processing)
- 3D models must keep compatibility between QIII engine (developed for games) and the 3D modeler software (developed for CAD)
Geez, I'm almost miffed that I had to plug my own project myself.
Yes, things like this have been done before, and even featured on Slashdot. That article is about NASA doing a virtual tour of the International Space Station using Unrealty, which is a stripped-down version of the same Unreal engine used in Unreal Tournament, targeted at architects and real estate developers. Even won an award for a research paper I did on the concept.
While it never really caught on, perhaps the next go at, using the next-generation Unreal technologies, will. Structure Studios is one such competitor, using next-generation engines to produce even more realistic representations. And you can check out some of the work of a licensed Unrealty locale developer at 3dx3.
A number of years ago a buddy of mine at Fermilab created a walk-through of the control rooms as a map for Duke Nukem. I don't think he included weapons, but people loved going around smashing computer monitors with the "mighty foot".
No, sorry, I don't know where you can get it...
Chelloveck
I give up on debugging. From now on, SIGSEGV is a feature.
Some years ago, I used DOOM for a model of my house (although some alterations had to be done, since it's two-storey high). It worked fine, and provided for a nice game, but it looked like it was just a quick&dirty prototype. I keep trying to make time available to do it in Quake...
It is very easy to use a Quake map-editor to create a map of a house of a building, but you'll hit the limits of these engines as soon as you try to polish the chromes, so to speak (lightning conditions, proper wall textures, bathrooms, etc.). As a prototype, it's great, but that's pretty much its scope.
"Trust me - I know what I'm doing."
- Sledge Hammer
This reminds me of the the Architects Sketch by John Cleese and Graham Chapman from "Monty Python's Flying Circus", 20 October 1970 (script) where these architects are showing off their design for a rather unusual building... it starts off:
Mr. Wiggin: This is a 12-storey block combining classical neo-Georgian features with the efficiency of modern techniques. The tenants arrive here and are carried along the corridor on a conveyor belt in extreme comfort, past murals depicting Mediterranean scenes, towards the rotating knives. The last twenty feet of the corridor are heavily soundproofed. The blood pours down these chutes and the mangled flesh slurps into these....
Wheeeee