Hi there, I'm currently working on a one-scene first person game, and I'm trying to model the scene. The problem I'm having is that I find it difficult to wrap my head around actually modelling the entire scene. I use blender3d to model, and I can model smaller assets fairly well (in my own opinion), but whenever I try to model a full scene, I always seem to get stuck early on. In this game I'm trying to model a jungle temple (the interior). I made the entrance which looks okay, but from there I just seem to get stuck. I have an idea of the layout of the temple, but any attempt have resultet it me giving up because it's just not right. I'm a programmer and not a designer/artist. Does anyone have any tips on how to proceed? Any tutorials on game level design for unity? Most of the tutorials I've found are speed level designs with a static camera, and they don't help at all...
Hi! Since you are doing level design at this point in the project, I'd recommend a purpose-built tool like ProBuilder or RealtimeCSG. A few benefits to this method: 1. Simpler tools, easier to learn and use, but the concepts and skills transfer to Blender/Max/etc fine 2. In-Unity means you see your level in-game as you build it, can playtest anytime, no import/export etc I think you'll genuinely have fun building this way As an old, but still relevant, example, here is a set of tutorials building DOOM E1M1 in Unity, with ProBuilder: https://forum.unity.com/threads/doo...tyle-webplayer-10-part-video-tutorial.237485/ ...and the newer tools make that even simpler! Built the first section, just for fun, in about 30 minutes:
First off: Thank you for you answer @gabrielw_unity . Probuilder looks cool and I might try it out, but I don't really see the difference. I still feel lost when it comes to creating the entire scene, and not just smaller assets. I always feel like my scene/level ends up looking bad. No matter how much I put into it. Again, I feel like I'm decent at modeling assets, but when it comes to a whole level I keep getting something wrong, but I don't know what it is.
Hi! Hmm, level design vs asset modeling is a very different skill and workflow, that's all It'll take some time! It might sound strange, but I'd super recommend you join a community like "TF2maps.net", dig around and get inspired to create some clean, simple greybox levels (in whatever tool you choose ). The difference between PB (or other in-game tools) vs dedicated 3d tool is two-fold: 1. You aren't bogged-down by HUGE piles of features, tools, etc. It's like having a block of wood, and a few basic carving tools...don't overthink it, just make something fun. It sounds odd, but fewer features == MORE creativity and freedom. Psychological blah blah something I'm sure 2. It's fun! You can play test your level anytime. Run around and check it out. Jump the gaps, shoot some targets, etc
I'll check out the community. I should probably try to create other types of levels before trying this. I think the hardest part of this project is the fact that I don't have any reference pictures or anything. So maybe I should start by creating already existing maps? I get how an in-game tool could speed up the process a little bit, but in my case I don't think it would speed it up a whole bunch since I just save the blender file instead of exporting it.
I think you'd be happily surprised A few seconds sounds silly, but the difference between "save, alt-tab to Unity, wait for import, Play" and just hitting "Play" really adds up. This is one of the big differences between asset creation (my day job for 5 years, heh) and level design mindset. You really need to feel that you are in the space you are creating- it's fine to create a barrel, character, vehicle, etc in a separate tool, but levels are much different. Especially once you start adding lighting, particles, interactive stuff, etc
The tutorials are made 4 years ago. Could you remake it? I didn't find detailed tutorials (>5 hours)on Probuilder, only several Portuguese tutorials on Udemy.