Game Development Reference
In-Depth Information
3. Create another new cube, this time at 20 units along the x-axis, 15 along the y-axis,
and 12 units along the z-axis. This will be massing for a building. Use vertex snaps
to place it in the corner near the hallway, but let a portion of its bottom overlap the
ground plane—this will allow you
to put some short alleys in between
buildings.
4. Now that you have one building, use
Ctrl+D or (Cmd+D) to duplicate it.
Adjust the size of the building to your
liking, and then place it a little way
upward along the z-axis from your
first building.
5. Utilize the duplicate and transform
commands until you have an entire
town square of buildings like that
shown in Figure 9.12 and Figure 9.13.
As you do this, feel free to be creative
with building types. You may want to
resize the hallway cubes or the ground
plane to give the illusion of a building
exterior and roads going past the main
play space.
If you were to play your scene right now, everything would be a dark gray color. To
change this, you will add a directional light. In the Hierarchy view, add a directional light
by using the Create menu. It should appear somewhere in your scene. Move the light so it
is placed above your town square.
Figure 9.11
Placing the town
square ground slab.
The scene lighting
button has been
turned off.
Figure 9.12
View of the town
square showing
a courthouse-like
structure. A direc-
tional light has been
added for clarity.
 
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