Game Development Reference
In-Depth Information
Step 7. Once the models are in the Project, find ones with a small
cube icon next to them. Drag these into the Hierarchy or Scene
to add them into the application. The three models shown in
Figure 1.39 are imported into Unity as shown in Figure 1.40 . In
this case, the Ferrari model was too big and parts of the wheel
are missing, the alien model was okay, and the Mini Cooper
included a ground plane. Also note that the scaling for each
mesh is different. This will be due to the scaling the original
modeler used.
Step 8. To resize the models, select them and use the Inspector to
change their scale component. Alternatively, press the “R” key and
use the resizing axes in the Scene. If you get a model without any
texturing, but have an image for the texture, create your own material,
select the texture for it, and apply the material to the mesh.
1.7 Summary
Game art and game programming are two sides of the same coin. This chapter
examined the complementary nature that both art and programming play
and suggested that anyone can learn to program and anyone can understand
the logic behind art. While you may not become fluent in both art and
programming, you will gain knowledge, and appreciation for both domains
is important for working in the games industry. In addition, it is absolutely
necessary for artists working in the area to appreciate the technical limitations
placed on their artwork by game engines and computer hardware. Some
simple planning ahead and modeling within the restrictions of a games
platform can eliminate a lot of future time, money, and heartache.
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