Hi guys, I'm pretty new to polycount, but I have been reading the forums for a while now. I am creating an environment for my masters project and want to make use of modular sets. I pretty much understand the concept behind building them effectively but one question I cant seem to find an answer to is proper indoor-outdoor (or even rooms next to each other) flow.
I have trawled the forums and tutorials, so hope that this post will help advise me on the right steps.
Here is a rough floor plan of the school, my main concern is how to keep the walls on grid at the right increments of numbers if that makes sense?
Below is some ideas I was looking at to get my head around a solution.
Thanks for any help you can give!
Replies
There ya go!
As for the images, you use the image-tags Though it seems you'll have to upload the images to imageshack, tinypic or something like it for it to work though... pasting the imagelinks you had into the tags gave me the same strange result
I have read that article, it was semi-helpful (and a tiny bit confusing) with the hallway example...but it still doesnt show hallways that are opposed to each other, like one facing one way into a room, and the other the opposite way. I mean, walls normally go over the grid square of the floor, or are they on each side. I guess thats the thing that is bugging me. And also if I should have walls thick or just a plane, because I know light map /seam issues are abound in unity.
Sorry for the ramble
And no idea how unity treats double-sided shadowcasting or lightmapping in general I fear.
These are 30x30 unit grid-cells. Each closed wall with an inset of 2 units. Should be noted, the pivot points are all placed in the corners of the grid, not necessarily the walls themselves.
1. Corner
2. middle (ceiling+floor)
3. wall
4. wall + doorway
5. corner + inner corner + doorway
6. end + doorway
7. cell
8. corridor
9. 3-way corridor
10. end/start + doorway
11. end
12. wall + alcove
https://dl.dropboxusercontent.com/u/995371/modularthingies.obj