Until Sirron gets here:
-Edit-
*** Ignore this step, as our rendered videos happen to be in a format that the BAVC site doesn't like very much, so until I find a converter, skip to step 2 ***
1) Upload the final renders of your motion-graphics (text) and 10yr rooms to your BAVC profile
2) Waste your remaining time on this game: http://www.rocksolidarcade.com/games/robokill/
-or-
watch some 'educational' game review videos: http://www.escapistmagazine.com/videos/view/zero-punctuation
Now that we have created our first room - what we need to do is:Select all planes that pertain to "wall" and "Option G" them to a Null and Label "Walls"
Repeat same process for Floor and Ceiling
DON'T FORGET TO CHECK THE NORMALS!
The Ceiling should be the only one you need to worry about. Turn everything off accept the ceiling-make it editable in planes and select everything except the null and see where the normals are at-if they are wrong "right click" and go to "Reverse Normals"
Hallway:
Now lets make a passage to get from one room to another. Simply go to walls and "inner extrude " then "extrude" a hallway. Grab that plan from the "walls" null and relabel it "Hallway"
After all this is done-we need to connect everything to make it simple to export.
go to "functions" and then to "connect". What you should end up with is a triangle.
you can delete everything else
Baking a light map: this is an essential part of creating good textures in unity. Go to "object" then to "sky"-in Attributes menu: making it 14oo hours go to "render settings" then "global illumination" under "general" "diffuse depth" 3 "primary intensity" 150 "secondary intensity" 225 "gamma" 1.8 close that up and go to "ambient inclusion" in "render settings " don't change anything-just select it.
BAKE TIME! Go to "render" then "Bake object" deactivate "single texture" "activate" - "ambient inclusion", "illumination", "replace object" hit "BAKE"
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the PIPELINE
Delete your "sky"
-Double click on your texture
what you will see is check marks in "ambient inclusion" and "illumination" not in "color channel"-we need to reverse this.-open up "ambient" and "illumination" and go to "clear"
go to your desktop where C4d has placed all your textures for walls etc. They will be labeled and have two textures for each section. Open them up in Photoshop. Cut and paste one on top of another and go to"multiply" then save of the psd as "walls texture" etc.-repeat until all textures are done.
go back to C4d and back to texture attributes and hit "color" and load up those textures for each wall, ceiling etc.
Now we are ready to bring into Unity!
lets stop here and see how far we can get...