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Need help with Unity 3D interior.

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gannonroader polycounter lvl 8
Hey guys, I'm trying to tackle making a level in unity 3D. The engine is great and very simple, but i've never made an interior before that didn't use BSP. I think i'm modeling it correctly so far, but I have some questions.

First of all, here is my current progress.

?action=view&current=house-1.jpghttp://s647.photobucket.com/albums/uu192/gannonroader/?action=view&current=house-1.jpg


Not a huge amount done, but I wanted to inquire before I got too far into it.

As you can see each object is a seperate box, with holes where the doors need to be. now in between rooms and hallways or whatever the case may be, I can use a door frame to fill in the gaps between walls and ceiling, but I was wondering how to do the floors?

Next question

How do I texture each individual room? Do I make "unwrap uv" and paint a texture in photoshop or "uv map" and tile a texture? or am I completely off the mark here.



I don't mind starting over if i'm doing this wrong, like I say, I haven't done this before.

Replies

  • Eric Chadwick
    I would model it in a modular way. This will help reduce texture count and will help with visibility culling. Add decals and decorative models for variation.

    As for the modeling, I would make sure each room is on its own, not attached to the others outside it. For example when you are in a room and you turn away from the door, everything outside that door (well actually, out of your camera frustum) can be culled by the engine. This will vastly improve your framerate.

    If instead all the floors are one giant mesh, then it's all going to be rendered, all the time.
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