Game Development Reference
In-Depth Information
6. Playtest your level and see if it feels like a good environment for a potential zombie
horde survival game. Make any adjustments you feel are necessary. When you are
finished, save your scene and project.
Now you've created a simple whiteblock level and explored Unity's various environ-
mental and interface options. By creating this level, you understand general proportions
and massing for future environmental modeling. If you were a level designer trying to
create ideas, whiteblocking in this fashion would give you a better plan for your environ-
ment that you can playtest for good gameplay.
While Unity has no settings for exporting these massing models to other formats, paying
attention to the numerical unit measurements of these buildings will give you units with
which to work as you model in other programs.
The environment you have created is useful—but it is also a bit plain. In the next section,
you will learn how to create a Unity material and apply that material to the ground slab.
Creating and Editing Materials in Unity
While you unwrap and add textures to 3D models with your 3D content creation pro-
gram, you must actually create your game materials inside your game engine. In Unity,
this can be done with the Project window and imported textures.
1. If it is not already open, open your Unity scene file, ZombieTown.unity , by choosing
File b Open Scene.
2. In the Project view, create a new folder called Materials .
3. Inside this folder, use the Project view's Create menu to create a new material. By
default it will be named New Material. Change its name to Asphalt .
4. LMB-click on the new material to bring up its options in the Inspector view
(Figure 9.17).
5. At the top of the Inspector view is the Shaders pull-down. Open this and select
Bumped Diffuse from the list. There are many options, but this is a basic one that
allows you to use a color and a normal map.
6. Acquire asphalt textures, color, and bump/normal maps on your own or use the
ones from the Textures folder in the online resources. Add your texture files into
the Textures folder you set up in your project's Assets directory. In Unity, LMB-
drag your color map texture from the Project view to the Texture panel of the Base
(RGB) entry. Also, place a matching bump/normal map (also provided in the online
resources) in the Normalmap panel.
7. If using a black and white bump map, open the texture's options in the Inspector
view by LMB-clicking the texture in the Project view. At the top of this menu, you
can specify what type of texture the image will be; select Normal Map from the list,
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