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Archive for October, 2010

Whiteboxing in Unity

October 20, 2010 2 comments

After the Level Design is done, how would its whiteboxing be made?

Whiteboxing: it is the block-out of the level, constructing its basic geometric structure. It allows to quickly test in-game what the player sees, his path, the level flow and verify its dimensions, scale and overall proportions…

Throughout this video (which is the first part of a series of four videos), I give some tips and talk about how you can whitebox your level, after the Level Design has been done. To build this entire level I just used 2 types of 3D models: a floor, and a wall (both being planes).

I recorded the videos aiming to show to my team, so it is spoken in our native language.

Fear not! Although the videos are narrated in portuguese-BR, you can still learn the process from watching it!

Fell free to comment here ;]

 

 

 

3D Max to Unity, Unit Calibration tutorial

October 18, 2010 Leave a comment

This semester, I’m involved in a new project from my graduation, using Unity 3D.

After designing some levels – taking proper advantage of the game design assets – it was time to test how I would approach the assets placement, placing modular assets right next to each another through the helpful “snap to grid” (translating objects that’d “jump” to the 3D grid, being a safe way to place stuff).

Unity 3 came with lots of improvements, but we are still using the 2.6.1 version, which is great yet. One of those features was the vertex snapping, which greatly helps to build entire environments and levels in a smart and quick way.

I decided to record this video to help those that are wondering how they can build environments in a professional way, avoiding errors and leaks resulting from bad placements. Also, it’s one way to contribute with the great community that’ve already helped me a lot.

This video shows how to easily calibrate your unit settings in 3D Max to safely work with your assets in the game engine.
This way, if you build a 1 meter high wall in 3D max, that wall will be 1 meter high in Unity.

Enjoy!

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