How To Create A 3D Level FAST In Unity

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foreign creates 3D levels and I think most Studios probably make 3D level display they focus on three three primary things first thing is the ceilings and the walls and the floors just a very simple what's called a block out right we use Pro Builder to do that but secondly what kind of textures do you actually put on those walls in the ceilings so for example like in my house here we have hardwood floors right that's a texture the the gray drywall that's the texture the ceiling thirdly here we've got Furniture so this is super duper important you do this last when you're building a level the last thing you do is you create the furniture so those are the three things that we're gonna do to create a level so let's create some textures for this world the first thing I like to do when I'm thinking about texture is I just need to know like a general idea like kind of inspiration of what I want the scene to look like so I'm super inspired by Hotel Cortez so if we bring this into Photoshop we can basically gather that this right here is our color scheme but what about the textures again like the shapes right you can't just put red carpet it's going to be really boring so instead you want to create some texture in that carpet well I could create it from scratch or we could just go to textures.com right here we've got this carpet texture here also we need some plaster so I think some just sort of damaged looking plaster right here now one we're not going to be able to find from scratch is tile we're just going to create this one from scratch and I kind of want to show you how we're going to create normal maps from scratch um I think that'll be really cool so let's jump upstairs to my office and take a look at that by the way guys before we move on to the textures I did want to let you know that the ultimate game artist program is 50 off right now uh it's 50 off for the next 14 days and you're going to learn from game developers actually in the trenches so that's me and my 3D artist Felipe we teach 2dr and 3D art so if you're interested in mastering game art and joining over a thousand students worldwide this program is definitely for you click the link in the description it supports me in my studio but it also supports you guys if you're interested we'll see you there all right so we're going to start with the carpet so let's head on over to textures.com so there's the general texture here Honestly though I think that I want this to be a little bit bigger not so small so I'm actually going to double its size and I'm going to crank up the contrast so I can really see the texture in there so the carpet here needs a little bit of a pattern so I'm just going to add sort of a custom like art deco pattern to make it feel like that hotel Cortez Art Deco Vibe this is sort of a pattern that I've seen used often on when I Google art deco we can do something like this [Music] cool thing about creating patterns with your textures is all you really need is a one little simple shape and then you can just duplicate it over and over again and you can create some really cool wacky patterns now the way that we make this look like it's actually in the carpet as opposed to a complete like it looks almost like a black mesh is put over the carpet instead what we're going to do is just convert the entire pattern to one image here and then set it to Overlay it sort of makes the texture look like it's embedded into the carpet all right we can also do let's say some wallpaper [Music] now sometimes you can't find a texture on texture.com and you might want to just create something completely from scratch that's totally possible as well so in this case we're going to create a pattern for tile [Music] you can't see it all but we have this huge looping texture and if I rotate it 45 degrees perfect now let's give it a little bit of grunge give it a little bit of texture all right so I finished up the textures and I'm gonna call Felipe and Flippy's the 3D artist for the project and he's just going to take these textures and he's going to apply them to a fully blocked out scene in unity Felipe you know you're the 3D artist for the project and I've been wanting to figure out your your process of blocking out levels obviously you do you know you do blender you do all of these prefabs and models but most importantly like we figured out this process and you've sort of honed in on this process of doing simplistic Pro Builder blockouts as we know like Pro Builder came in later in the process right I remember we were very apprehensive at first you know it's it's a new tool right so it always comes with new challenges you know has any new tool does and we still needed things to remain modular because making individual pieces like that require an awful amount of planning as well like updating one thing could mean potentially spending a lot of time updating a bunch of other stuff yeah that's true I mean I remember when we were stacking objects like that and I think we were getting a frame rate of like below 30 FPS because you're just rendering all these objects we're still using a grid right so it's still it's still a very precise process why not just sort of free flow it what does it matter I found that building things that way kind of gave us more flexibility you know especially to update areas you know but with the grid we could just chop things and reconnect others just very easily and that's the beauty about it can you give me like a quick sort of understanding of how to place objects into a scene and have them like I guess like prefabs and stuff have them snap into place and like are you using the grid super specific for prefab placement yeah so for for things like that uh thankfully Unity came in with uh with that in mind as well uh so I I'm often often like pressing V on the keyboard that means snapping uh on vertex you know it's a hybrid you know there's things that I feel like uh we can get away with not being so so constrained to a grid especially furniture and props and things like that just to give a more natural look to it so it's just it's kind of like a mix of a lot of things yeah it's taken I think two years for us to I don't know sort of figure this out together on how exactly yeah a level is laid out you know I think that uh I think to me it was obvious at first to just let's just create a wall piece and then snap them together and that that may be cool in Minecraft but in a in a game like this especially where you need iterative levels I think Pro Builder is a a great option inside of unity so it makes sense well good man thanks for sharing your your thoughts here and and taking the time absolutely man I'm happy happy to share some of these thoughts and uh yeah anytime foreign so this is how it looks with our textures in the blockout we've added some normal maps to add a little bit of ripples to the floors we've added some discoloration to the carpet as well this is that final result so the furniture the assets like these pillars the rugs the couches this all makes a huge difference but we always start out with that very simple color scheme very simple textures and a simple block out using Pro Builder [Music] there we go
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Channel: Thomas Brush
Views: 25,224
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Keywords: unity vs ue4, unity vs unreal engine 4, unity or unreal engine, how to get into game development, unity vs unreal engine, unity vs ue, unity game engine, unreal, game, engine, better, ue4, school, beginner, study, program, game development beginner, unreal engine graphics, FPS, thomas, brush, Unity, Unity game dev, indie gamedev, indie game devlog, game devblog, making my first 3d game, how to make a game, software engineering, computer science, computer programming, develop games
Id: YXjsDfSubKU
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Length: 8min 10sec (490 seconds)
Published: Tue Aug 22 2023
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