Unity
Here are some current Unity3D test scenes I have been working on.
City Scene - This was a test in building a modular city building. All pieces snap together in any order you see fit. This gives great flexibility in the building look as well as the ability to reuse your assets. Since each asset is small, we are able to get a lot of detail in the textures. As of right now, there are: 2 windows, 1 column and a corner piece. More assets will be added shortly and the playable project will be updated. (All Assets created in 3DS Max and imported into the Unity3D Game Engine)
Rooftop Scene - This scene takes place on a rooftop in a city. The goal was to create a realistic HVAC package unit. The polygon count on the unit is relatively small, but I was able to get a large amount of detail using: Normal, Specular and Diffuse maps. I have also added a flashlight. There is no on/off for the flashlight at this time. It was added as an example of tools you will be able to use. (All Assets created in 3DS Max and imported into the Unity3D Game Engine)
HVACR Gauge Orbit - A little about this model. I have added: Diffuse map (A diffuse map is a texture you use to define a surface’s main color ), Specular maps (The way a surface reflects light. See the way the metal reflects the light differently than the rubber knobs.), Normal Maps (adding the illusion of bumps on a flat surface. This is a good way to add detail without adding more geometry to the model. The threads are a good example of this) and an Ambient Occlusion map (Soft shadows where 2 pieces of geometry come together). (All Assets created in 3DS Max and imported into the Unity3D Game Engine)