Game Development Reference
In-Depth Information
What just happened?
You've just learned how to create a fairly complex building with external and internal
features and texturing. You made the doors as separate groups so that these can be
animated in Unity (or any other game development environment) later. The reason you
turned your building upside down to model the interior is that this method is just so easy
to use. You can luidly (and admitedly, fairly randomly) experiment with rooms, corridors,
stairs, alcoves, and the likes. Literally, all you have to do is draw a line from top to botom
whenever you wish to create a bend in the corridor. All you have to do is make a rectangle
(as you can see me doing in the previous image) to create a new door and room. It's
"subtracive modeling," which forces you to work with the space you have. This is actually
what happens in real life - you only have so much room in a building.
Have a go hero
How you finish the inside of your building is up to you. It's as simple as carving out your
upside-down world with rectangles and Push/Pull , then texturing using the techniques you
have learned already. Take a deep breath, pull your stomach in and puff out your chest,
straighten your back, and salute. You're a genuine hero now. Go to work.
Your final 3D game level in Unity 3D
We're nearing the end of your game. In the next few pages you will:
• Gather all your assets into one SketchUp file and
rearrange your level just as you like it
• Create a background skyline
• Export the finished level and import it into Unity
• Set up the see through (Alpha channel) textures
• Make inal adjustments to your lighing
• Install your first-person controller
• Test the game
• Export the game to web format for others to play
• Create an executable file of your game
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