First of sorry for the delay in updating the blog i have had a lot to do the last week.
The time since the last update i have been spending with Lina going through all the models we have made cleaning them in 3DSMax from leftover cylinders, correcting the pivots and position of the models and just giving them a rough look over for model or texture errors. We have then exported them as FBX files, imported them to our Unity project. Structured them after what they are and their materials, adding new materials if one model has several different. Setting so all the materials use the correct shaders.
After everything that we had was important i started making prefabs, a prefab in Unity is a neat thing. For example if i take a model of a crate i have imported and drag that into my scene i will have a crate and not much more. If i want the players to collide with this crate i have to add a collider to it. Now, if i have dragged several crates into my scene and i remember they need something else for example a script to be able to destroy them, i then have to go through all crates and add them to each single crate.
Instead i create one crate, attach a collision box, make all changes i want to it and then drag it to a prefab. Now instead of dragging the crate model into the scene i drag the prefab of the crate. And if i want to change anything on all crates i can just do the changes on one prefab and press an "Apply" button and all other prefabs of the same type will get the changes. Sweet :D
On the terrain i have imported and set up all the correct terrain textures, grass textures and tree painting models for our level with the correct shaders.
Altogether this is around 500 different files, materials, textures, 3D models and prefabs so it's been a lot of renaming, checking and catalogue structuring
I promised you a picture for this time and here it comes, it is the most recent take on the level design. It has gone through 4 iterations since the first one i posted a couple of weeks ago. The main things that have changed is that we will have no inside of the castle, we want to put that time into making the outside scene look better then to have essentially two levels that are not of as high quality as one.
The other changes has been shortening the map a little, this because the larger map we have the more time it will take to make every part of it look nice. As you can see on the picture there as certain key areas of the map but i don't want to reveal to much details, that you can experience when you come play the game at GGC.
See you next week /Viking
Showing posts with label Level Design. Show all posts
Showing posts with label Level Design. Show all posts
Thursday, May 19, 2011
Monday, April 18, 2011
Level Design
Last week i have been developing the level more than the very early paint versions.
I went trough abunch of information with the rest of the group in regards of gravity, scale and animations in Unity and we ended up not mixing with the scale cause there were incidents when the gravity or animations went haywire. I have also started designing the special events that will happen troughout the level and i will go into those more specifically this week.
I will also design the exterior of the castle closely with Lina and then more on to designing the layout of the interior of the castle.
Anyway here is the mockup of the level, remember i am using placeholder art and textures for everything. It is just showing what is supposed to be where in roughly which sizes and so on.
I went trough abunch of information with the rest of the group in regards of gravity, scale and animations in Unity and we ended up not mixing with the scale cause there were incidents when the gravity or animations went haywire. I have also started designing the special events that will happen troughout the level and i will go into those more specifically this week.
I will also design the exterior of the castle closely with Lina and then more on to designing the layout of the interior of the castle.
Anyway here is the mockup of the level, remember i am using placeholder art and textures for everything. It is just showing what is supposed to be where in roughly which sizes and so on.
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