Just a quick post to show where I am regarding the room (I did promise I’d make another update soon). So Sunday was spent tackling the room itself, walls, floors etc. I opted to follow the same construction methods I used for the Unity game and kept the room planar, mostly because the base I started with WAS one of my unity rooms, which was cut up and turned into something new.
This was a bit of a pain as the room had far more detail than previous iterations and squeezing all of this onto a flipped planar box was….well I’ll keep that kind of colourful language away from a professional blog! Needless to say it tested my patience, removing sections, welding sections back together again and again ended up created a lot of hidden geometry, which took some cleaning and on occasion prevented me from adding new cuts. The important part is I got there in the end and in future I’ll use more objects to create internal room structures.
The absolute best thing I learnt during this and I’m still thanking the gods for, is UVsets. Applying multiple textures to one object, finally cracked it. I can now go back when there is time and texture the whole of my Unity environment!
The process works like this:
- Select the faces you want to texture.
- UV > Choose your mapping type, for me this was all planar.
- In the UV editor go to Polygons > Create New UV Set and name it.
- Select the shells you just created and go to Polygons > Move to UV Set > Select your new set.
- In the new set, unfold as normal.
- Setup your texture in Hypershader and apply it to your chosen faces.
- Your texture will look awful as its still taking mapping information from the default map1, to fix this go to Window > Relationship Editors > UV Linking > UV Centric.
- Associate your map with the file attached to your shader. Voila.
I’ll try and return to this post and add some pictures to explain the process but for now I am super busy with deadlines and rushing through this. For now I’ll leave you with some WIP renders.