Whiteboxing in Unity
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 ;]
Interesting videos! Too bad I don’t understand portuguese :/
The snap settings looks really useful, will try it asap.
I’m using cubes instead of plans for level design in order to minimize polygons count.
What’s your opinion about that?
Thanks for commenting.
Maybe I can make a subtitle to make those videos universal…
If you are using Unity 3, you can snap even better by holding the V key and dragging your object around. With vertex snapping, it will snap the selected vertex to the vertex of the object you pointed it. It’s the most precise and straightforward way to place objects.
The planes I used in the videos have unnecessary segments, increasing significantly the number of total polygons in the scene. I should have made the simplest plane.
You can layout your level using primitive cubes too, especially because you use a lot of platforms in your game, which would look strange if they were just planes. My opinion about poly count is that cubes will always have more polygons than planes, as cubes have 6 sides while planes are 1 sided only.