Hi Richard
It loaded with no problems and very quickly, the music is just right - very atmospheric, I can raise the viewpoint to just about the height of the whitewash on the wall if that's correct and zoom in also, I have no lag but that might be due to my PC being a good speed
The toilets look great - very nice
I like the poster on Prater's door too - very artistic - lol
I loaded it in Mozilla Firefox
Regards
Nemo
3D Miller's Court
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Thanks Nemo
Did you like the music? is the privy about right? Did the program load and run okay? Was it laggy or glitchy? did you play with the camera zoom/height?
The pump is (or was) a first attempt which was done last year. It's basically just a placement until I have modelled a more accurate and detailed model.
The lack of a sill is because I've not really concentrated on those windows yet. Same goes for the little window under the arch (the window of McCarthy's back shop).
thanks.
Originally posted by Nemo View PostI think it's looking great Richard
The pump doesn't match the illustrations I've seen and there's a substantial windowsill on the window above the archway, but they are only minor points - nothing major incorrect I think
Your construction of the door to Room 13 matches the known photo but you have probably noticed that most press illustrations put the door slightly more forward of the archway
Excellent work
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I think it's looking great Richard
The pump doesn't match the illustrations I've seen and there's a substantial windowsill on the window above the archway, but they are only minor points - nothing major incorrect I think
Your construction of the door to Room 13 matches the known photo but you have probably noticed that most press illustrations put the door slightly more forward of the archway
Excellent work
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Okay then, I've uploaded a new but UNFINISHED version of Miller's Court so that I might gain some advice and feedback please.
Some notes:
You have free-roam of Miller's Court but cannot go into any of the houses yet. (each house will be accessible eventually)
You can only go up the alleyway as far as Prater's door (Prater's will be accessible eventually).
The only room that is accessible at the moment is No. 13 Which can be entered by clicking on the front door.
Move about the scene by pressing W,A,S,D keys on your keyboard. moving your mouse will pan the camera.
press the following keys for:
higher view = R (roof)
lower view = F (floor)
zoom = Z
wide view = X
reset view = C
Graphics are set to low and so are shadows.
When you click the link it will take about 1 minute to load via your browser.
The thing works in your browser IE / Mozilla / Chrome. to run in the browser you will need the Unity addon which is free and quick to add to your browser. If you haven't got it installed just click to install it when you first open the link. Unity webplayer is a trusted addon.
You can go to full screen by right clicking in the window of the scene but depending on your screen resolution/width you might get a bit of distortion of the grahics (on one of my PC's, when I go to full screen, things look squished - wide and narrow graphics).
Much of the court is not finished yet. Textures are rough and some are unshadowed and of poor resolution but the idea at the moment is to give you the chance to tell me what needs to be changed. Sizes, positions, things that are wrong, doors/windows in the wrong position, etc.
The link is for the browser based Unity webplayer but I can and will provide links for 'stand alone' (download it to your PC), Mac, Android etc. once I have a finished product.
Hope you like...
Some screen shots below: and the link
LINK >>> Miller's Court Version 2
Thanks
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Hoping to have an 80% complete 3D Miller's Court uploaded in the next few days. It's not finished by a long shot but I need feedback and suggestions so i know I'm on the right track.
More soon...
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Originally posted by richardh View Posteh? Don't follow Stephen!
Well it wasn't really a promise, more, a hope!
I could create a virtual internal of 26 Dorset Street but, like No.13, it would simply be my intepretation of how it might have looked. The whole aim of this project is to provide a better visual interpretation of the areas of JtR's crime scenes. They might help provide an insight and new perspective. At the very least they will be interesting to walk around.
We'll see how things go eh?
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eh? Don't follow Stephen!
Well it wasn't really a promise, more, a hope!
I could create a virtual internal of 26 Dorset Street but, like No.13, it would simply be my intepretation of how it might have looked. The whole aim of this project is to provide a better visual interpretation of the areas of JtR's crime scenes. They might help provide an insight and new perspective. At the very least they will be interesting to walk around.
We'll see how things go eh?
Originally posted by Stephen Thomas View PostDon't promise what you can't deliver.
How about a virtual internal 26 Dorset Street?
You can't do it can you?Last edited by richardh; 12-01-2013, 04:30 PM.
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Originally posted by richardh View PostEventually, with the aid of culling (hiding geometry that you're not looking at) it will be possible to create a very large chunk of Whitechapel - including streets and alleys. I was working on Dorset Street a few months ago (not literally of course) and I'm thinking of eventually extending Miller's Court so the visitor can walk out the court and into Dorset Street, across the road to Crossingham's and walk the length of Dorset Street, down Little Paternoster Row etc.
How about a virtual internal 26 Dorset Street?
You can't do it can you?
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UPDATE:
I have wasted a day faffing with the software i'm using to create this project. Because the level of detail is now high, things have started to slow down with regard to FPS (frames per second) so it was getting a bit laggy when walking around the court. However, I've now sorted out the 'culling' system and FPS is very high and things are really smooth again. This is great news because I can now work on Prater's room and all the other homes in the court without worrying about the size of the project. When you walk around the court and enter the houses and go upstairs etc. you will have no lag and a nice smooth walk. This is also pertinent for when I get going on Mitre Square, Hanbury Street etc.
Eventually, with the aid of culling (hiding geometry that you're not looking at) it will be possible to create a very large chunk of Whitechapel - including streets and alleys. I was working on Dorset Street a few months ago (not literally of course) and I'm thinking of eventually extending Miller's Court so the visitor can walk out the court and into Dorset Street, across the road to Crossingham's and walk the length of Dorset Street, down Little Paternoster Row etc.
But first.. Miller's Court.
More soon.
thanks for the kind comments.
Richard
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Very impressive work here. In the first drawing of Mary's room at the start of this thread, the washboard and stand is right in the corner by the bed so I'm wondering If this was moved previously by the photographer to gain better access to take the shot towards the window? This might explain why the bed was moved and ended up at an angle.
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I've had a look at some Goad maps and the keys/legends and there is the possibility that what looks to be a door in the alley is not a door as Stephen says
The Goad maps show walls with a code to denote any resistance or non-resistance to fire, so that mark may just indicate that there is an opening in that wall, not necessarily in that position
There are codes such as ML for "matchwood lining" etc and there appears to be a "cl" by the mark
Would that be "concrete lined" or similar?
If we could see the legend from that particular map then it should show any signs or abbreviations used, which appear to differ from map to map
The mark may also just show a gap in the wall with a number 1 next to it denoting a gap in one floor/storey only
Perhaps Rob Clack could clarify that for us
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Red Herring
Originally posted by richardh View PostYou mean 'Prater's door?
In my 3D version I have that door positioned on the other side of Number 13's partition. In the Goad's image, the door looks to be further along the alleyway - almost midway.
Everybody knows where 'Prater's staircase' was.
Goad Maps didn't show doorways.
So what is depicted there on that map is anybody's guess.
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Hi Richard
It's the position of that door that dictates how I think the interior was constructed
There doesn't appear to me to be a good reason for that door to be there so close to the front door, though I believe the court was once a garden area and may have been gated, so "Prater's door" may possibly be a sort of tradesman's entrance, though I would have expected it to be nearer the kitchen, which I would have placed in room 13, which has it's own door, more likely to be the tradesman's door in that instance (IMO)
There is certainly enough room for stairs to be on your left as you enter Prater's door, as per normal, whereas some people suggest two sets of stairs, one for the main part of the house and one for access to the upper floors through Prater's door
I'll leave it to you and others to decide as I'm not familiar with the layout of this type of building but I really don't think that there would be two sets of stairs in such close proximity to each other
However, I know some very old houses did indeed have a separate set of stairs for servants and the like, so it is possible
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Originally posted by Nemo View PostPS
Note the door position within the alleyway that would appear to me to open on a corridor with the stairs to the left
In my 3D version I have that door positioned on the other side of Number 13's partition. In the Goad's image, the door looks to be further along the alleyway - almost midway.
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Originally posted by richardh View PostStill working on the external details of Miller's Court but loads to do and I think I'm getting a bit pedantic and OCD over how it looks. So I can't release a new version just yet until I get it to how I like (or at least 90% presentable). I'd say it's 60% there.
Will have something soon(ish).
curious
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