THE FUTURE GAME
Game Assets:
Outside world
made with terrain and all the prefabricated standard assets Unity offers.
made with terrain and all the prefabricated standard assets Unity offers.
I want to see water, land ,etc-but, remember this is your perspective so the "outside world" is yours to imagine and create.
Accomplishments Say it on billboards, sandwich signs, road signs etc.-these should be placed along the path towards your Outpost in your "outside world". I know you guys are not that old, but I do know you have attained something in your life worthy of recognizing on these signs. Its an important metaphor to pass these signs in your game while on your way to the final challenge. |
Lets start:
First thing we need to do is create our outpost-first of all we need to understand a few things
before we start.
Measurement:
Unlike in Cinema 4D, where we never really measured our work,
Unlike in Cinema 4D, where we never really measured our work,
lets start some parameters to make things easier for modeling.
When we start out making our Outpost -remember- Unity will only let us use multiple textures if we are able to select it individually inside Unity-therefore, we must build everything separately. This means each Outpost will have separate walls, floors and ceilings.
Rule inside game engine:
YOU WILL NEVER SEE A BACKSIDE OF A POLYGON!
this is important because sometimes if we don't pay attention to our"normals,"
then some geometry wont show up in Unity. That means we might need to have a face and underside be separate and textured separately.
Normals:
(How we recognize the correct orientation of a 3D object.)
You will see it as an imaginary line coming out from the surface of the polygon and perpendicular to that surface.
perpendicular- basically means 90 degrees, so always remember to work with that number in mind(rotate 90 or 180)
you can check your normals by "selecting all" with points selected and "right click" and go to
"reverse normals" if the imaginary line if facing out-it should always face in.
Outpost:
- 256x256 square
- 256x256 grid
- Make snapping on the grid available.
- Position it at: x=0 y=128 z=128, and get it standing at a 90 deg. angle.
Axis:
- Change the Axis to "selected points" (go to axis center-selects and point "execute")
copy and paste to make walls and form your map; try moving to side and top views to better duplicate and snapping.
let's stop here and see how far we can get today
YOU WILL NEVER SEE A BACKSIDE OF A POLYGON!
this is important because sometimes if we don't pay attention to our"normals,"
then some geometry wont show up in Unity. That means we might need to have a face and underside be separate and textured separately.
Normals:
(How we recognize the correct orientation of a 3D object.)
You will see it as an imaginary line coming out from the surface of the polygon and perpendicular to that surface.
perpendicular- basically means 90 degrees, so always remember to work with that number in mind(rotate 90 or 180)
you can check your normals by "selecting all" with points selected and "right click" and go to
"reverse normals" if the imaginary line if facing out-it should always face in.
Outpost:
- 256x256 square
- 256x256 grid
- Make snapping on the grid available.
- Position it at: x=0 y=128 z=128, and get it standing at a 90 deg. angle.
Axis:
- Change the Axis to "selected points" (go to axis center-selects and point "execute")
copy and paste to make walls and form your map; try moving to side and top views to better duplicate and snapping.
let's stop here and see how far we can get today



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