Game Development Reference
In-Depth Information
Figure 2.5 Working with an n-gon
makes for messy tessellation that can
even be different from 3D application
to application and from game engine
to game engine.
unpredictable distortion, and even worse pinching of the mesh. Additionally,
when we get to creating UV maps, quads are much easier to work with than
any other form.
So the first consideration we need to always keep in mind when modeling
is to work with quads. Quadrangles will always make for easier modeling
and for the most predictable results as we go. Don't succumb to Maya's
temptation to allow for the creation of n-gons; they are nothing but trouble.
On to the Tools
Now that we've established the reason for our two rules of game modeling and
discussed the importance of them, we can start to use them in action. In this
chapter we will complete four tutorials that will culminate with a completed
level (none of the mini-puzzles, just the architecture) in which our game will be
set. At the end of this chapter, the player will be able to walk through the unlit
halls of the Soviet facility. The tutorials will allow us to model, UV, and texture
our asset. Finally, the last tutorial will bring the completed model into Unity.
Before we get started, make sure to set up a new Maya project called
“Incursion-Maya.” If you are unfamiliar with setting up projects (a vital part
of creating assets with Maya, be sure to check out Appendix A, “Creating and
Setting Maya Projects” that is housed on the supporting website ( http://www.
Creating3dGames.com ).). Then move on to the tutorial.
The facility we are about to model is large. It was used to service nuclear
submarines during the Cold War, and includes multiple levels and many,
many hallways. In the following tutorials, we will not be modeling the entire
complex or even the entire level that we will be using in the game. Instead, we
will be targeting a few specific sections of the facility that are either indicative
of the aesthetic style of the level, or that help illustrate a particular technique
of modeling that is important to understand.
Do note that we will be using a much larger version of the facility in the
construction of the game. We will be building parts of the game in these
tutorials with challenges to create the rest included at the end of the chapter. If
you're confident with your modeling skills, and don't want to have to create the
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