Well this is all nice, but why to create so many "models" and parts in Unity. Think about the drawcalls, this will have bad performance on mobile environment for example.
I've been a hammer mapper for years, and I'm currently trying to learn mapping in unity. Your videos are amazing, do you think you could make some tutorials? They would be greatly appreciated.
If the subways where you live actually look anything like that, I feel really bad for you. I would categorize it as post-apocalyptic if it weren't for that curiously healthy underground plant. Maybe they're fake plants made of plastic? Ah well. The scene looks pretty cool but the components aren't terribly cohesive.
Hey Jabba. I see that you create your models in 3ds max. I was wondering. After your Diffuse map is done. Do you then create a Normal and spec map outside of unity or do you create them in unity?? If you create them in Unity, how do you do it then.. Btw it looks absolutely stunning. :) !!
As a hint for your next tutorial: Please ad some background music. Just making things more attractive. Thank you for the nice made SpeedBuild. Looks really neat :D Where you´ve got the textures from? And have you mde the MipMaps (Normal-Textures) yourself? If yes, what program did you use? Thank you a lot :D
Just look at photos of the things you want to build, try to see what shapes it's made out of, make that, unwrap and uv map it, texture it, export it, import it.
Do you make a detailed plan for what you have to create, or you just create it on the fly, from memory? I'm asking this because I'm having trouble designing levels, as I spend too much time on planning, or on modelling. In short, I'm not able to get it right... Your reply would be appreciated!
you have done all texture mapping in Unity. as a noob, I wanna ask you that if I import the mesh along with the complete texture mapping(from maya) would that be wrong? Wouldn't maya give me more control over texture than Unity?
awesome level O: one question... is it efficient to use that many Game Objects... like the graffittis and newspapers, instead of just drawing them on the texture map? or it is just not that much trouble?
My eyes are blind because of awesomeness of this map *.* Did you made the models by yourself and did you used any tutorials/books or something to be as good as you are at doing it?!?
At 3:31 how are you placing those decals? It looks like you literally are placing planes with PNGs (or something similar) right on top of the meshes. If so, do you ever have issues with Z-fighting?
You must have the alpha channel texture (Without background, you delete it in photoshop) and then you save the texture as PNG file or TIFF, in Unity 3D you crate a material with trasparent shader, and you put the texture in the diffuse channel
Broo, I could not tell: did you somehow Set the Metroscene as a Terrain and painted stuff over or did you create Planes with textures and placed them over the scene? Great work!
This is inspiring! No really, I'm not even joking! You've probably been asked this several times, but did you learn your level designing skills from a college course? Or was this all self taught? Again this is really inspiring!
In this video, i'm using 3ds Max for make every models in the scene, then photoshop for texturing and unity 3D engine for create the environment. I recommend all programs that i have said here :)
If you try adding them in 3DS, you'll get a fixed result, but if you add them with unity, you can change material properties, scaling, etc. You can also use one model for many things.
You have to change the rendering path so go to edit > project settings>player >Render Path and select "Deferred". And select Hard or soft Shadows to the lights :)
For walls or other thinks i make a flattern mapping! For other i must make the HP mesh , LP mesh and bake normal..(after i've made the complete Unwrap) :)