Home > Miscellaneous > 3D Max to Unity, Unit Calibration tutorial

3D Max to Unity, Unit Calibration tutorial

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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