Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

How do you make your rooms?

Discussion in 'General Discussion' started by Denisowator, Oct 18, 2015.

  1. Denisowator

    Denisowator

    Joined:
    Apr 22, 2014
    Posts:
    918
    You know when you make those simple cubic rooms in 3D games, what's your preferred way of making them? Do you make all the the walls, floor, and ceiling from separate models and then assemble them in Unity? Or do you make the whole room/corridor as a single model?
     
  2. Skyous

    Skyous

    Joined:
    Oct 18, 2015
    Posts:
    4
    I personally like making the walls, floor and ceiling as a single model, as I know that I need to make a change it can be easily done, instead of having to edit alot of files. Unless there was a reason for having multiple models.
     
    Denisowator likes this.
  3. Foestar

    Foestar

    Joined:
    Aug 12, 2013
    Posts:
    344
    Same as Skyous. But it's all based off what you have to work with. Now a days you have more options open to you and can easily achieve your rooms in many different ways. For example; if you wanted to keep your project limited to unity only for the case of a tutorial series you could make everything right in unity using primitives. Now of course this is kinda a poor choice as it does add many things in your scene for the player to render. But it would allow you to make your room without the use of a 3rd party program.

    The point of 3rd party programs though are to create these objects/environments with more ease and better final product. So what you see more now today is an entire room being made out of the least amount of polys possible and most of the detail done in the texture work. You can notice this in almost every big brand game. They then use tessellation to pull the texture to life and what was originally a 30-40 polygon room could end up a 10-20 poly count.

    In my opinion I think the safest way to create your rooms is to keep your poly count low by making it one solid object containing few polys and rely on your texture work. This leaves your player open to render more polys for objects, characters, etc. Well at least that's how I like to do it. But then my texture work is pretty bad! :D
     
    dogzerx2 and Denisowator like this.
  4. Yash987654321

    Yash987654321

    Joined:
    Oct 22, 2014
    Posts:
    729
    depends if you want an intractable room follow single model pattern else for performance reason now one is stopping you from making one single room
     
    Denisowator likes this.