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Unity 3D Simple Level Design Walk Through

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Uploaded by on Dec 15, 2011

Final project for a 3D Modeling Class for University of Houston- Victoria SEE DESCRIPTION BELOW:


Objective: Work as a team to produce a level, and model objects to be placed within the level.
NOTE: Model rigs and animation were not a requirement for the 3D modeling course and so were not included.

Level was built from scratch and includes:
Terrain Modeling
Terrain Texture Painting
Realistic Water Textures and Scripts in C# with Movement Algorithms
Wind System
Trees
Imported .FBX Files **created by the rest of my team
Skybox
Audio Files with direction and distance sensitivity
Light Mapping

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  • @kag35ninety6 Right, well the initial plan is to create the terrain and apply textures and materials all in CryEngine3. Then we will make trees, vegetation, and other scene assets in 3Ds Max before importing them over. So CryEngine 3 will just have the base terrain. Or is this still too inefficient? I know I've heard the BEST way to make a terrain is to import one made in 3Ds Max but.. Honestly it's 1000000x easier to just make one with the terrain editor.

  • @frostbytes89 did you script the water movement from scratch?

  • @frostbytes89 low poly count.. low res textures... as little draw calls as possible... its lots of things. Are you using cryengine 3 for modelling? 3ds max or maya would be much better.

  • @kag35ninety6 Ahhh.. Well that makes sense.. Well I have a project team now in a Game Engines class and we are making an outdoor RPG world and I am designing the level using CryEngine 3. So I'm trying to learn a lot on how to make things look amazing, but not take up so much processing power. I want real time shadows though.. If I make all the trees static meshes though I don't think they can interact with wind and such... I guess low polygon count is most important?

  • @frostbytes89 well for outdoor scenes realtime shadows is better, but indoor lightmapping is better. you get the realistic feel with lightmapping, but it doesnt react to the environment since its pre rendered. real time shadows is also heavy on the computer.

  • @kag35ninety6 That's what I thought.. I'd rather real time shadows than light mapping then. Next time I know better.

  • @frostbytes89 lightmapping isnt real time shadows if thats what you mean

  • @Maaarteh hmm.. I'll look into that. I know the terrain resolution is 2048x2048 but I'm not sure about the trees. I'm sure I just did the light mapping wrong.

  • @frostbytes89 the darkness of the shadows can be manipulated from I think the terrain or maybe some other menu which i dont remember. The problems with the trees could be a too low resolution but I've had problems with lightmapping too

  • @Maaarteh see, and I must have done that wrong. Before I did light mapping, the shadows moved with the trees as would be expected. However they were also very dark.. too dark to be real looking. After I did the light mapping, they looked more realistic, however they didn't move anymore. What did I do wrong?

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