Game Development Reference
In-Depth Information
Making assets for games is a bit like a young boy's dream acivity holiday. You have all the
wood you want, all the shiny new tools you need of every make, model and size, and a huge
supply of nails. When you need more, the supervisor just ills your in up. All we know about
the monetary cost is that someone's paid for it all. The only limits are our ime and ingenuity.
When you get the hang of modeling with SketchUp, you will be able to model more or less
whatever you or your boss want. Time's the only limit. We can fill the world if we want to,
and that's actually what it's all about. Your game needs to be like the real world, full of stuff,
mostly junk. The asset stores unfortunately have mostly good stuff, when what you really
want is bits of wood with nails sicking out, old tanks of decaying vegetables, buildings with
plaster and iles falling of. These things make your worlds real. You get these assets simply
by taking pictures of the junk in your world, then transferring it to your game world through
SketchUp. You might modify them a litle too, to accentuate certain things. In this irst
modeling tutorial, you will learn how to:
• Model from your texture, not texture your model
• Extrude 2D shapes into 3D shapes with Push/Pull
• Use Copy and Move , and some hidden features of these tools
• Create groups and components to create quick duplicates
• Use most of the basic modeling tools in SketchUp
...and much more! You should pick up skills and techniques as you go along without really
noicing. So let's get started!
Your first model in SketchUp
You've already installed SketchUp and I hope you're dying to get started with modeling.
The texturing part took a while to explain, but now you know what you're doing with
textures, you'll always be well prepared for modeling tasks. The approach to modeling in
this topic is to use photo or image textures as a base, rather than modeling irst and
texturing later. It is a much easier approach than the tradiional one, and well-suited to
SketchUp. When you begin creaing more advanced models and textures in Chapter 7 , Quick
Standard Assets , and Chapter 9 , The Main Building—Inside and Out , you will also learn how
to adapt photo textures in GIMP using the original photos as a base. Of course, if you're an
arisic soul you can go on from there and create textures from scratch, but I suggest you irst
need to know how to do it this way before you venture out into that new world.
SketchUp get-up-and-get-started guide
When you open SketchUp for the irst ime, you need to select a template and
get yourself used to moving around in 3D. I've covered some of these more
basic start-up topics at .
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