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Unity Mobile Game Development: Environment Modeling
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Released Jan 2, 2012
Justin Marshall

Pluralsight

Justin Marshall
In this series of tutorials, we will talk about some of the steps that we went through in order to build the subway level for our Unity mobile game project. In this course we will examine the process of creating the game level for our Unity mobile project. We will start by referencing our game document, which will give us a great deal of information, not only on the look of our models, but also on more technical aspects like geometry and texture resolutions. We'll talk about basic modeling techniques for creating the different parts of our game level and we'll concentrate on creating portions of the level that can be seamlessly tiled. We'll go over how we can break down our reference art and where we can add unique details to break up the repeating geometry. We'll finish by talking about methods for making sure all of the pieces match up properly and are saved out for uv and texture work. This course goes over the process for creating our game level and the thoughts behind the decisions but it is not a step-by-step modeling tutorial. If you'd like to get up to speed on modeling in Maya, I'd recommend the Introduction to Modeling in Maya which goes over the tools we use here in greater detail. If you want a more step-by-step look at game-type environments in general, try Creating Low Resolution Environments in Maya and Photoshop.
Partner
Partner
Introduction and project overview
1

Introduction and project overview

 
01:20
Building the level proxy
2

Building the level proxy

 
10:01
Modeling the straight section
3

Modeling the straight section

 
08:27
Building the drains
4

Building the drains

 
07:39
Modeling the straight ceiling
5

Modeling the straight ceiling

 
10:17
Building the intersection
6

Building the intersection

 
09:18
Finishing the intersection
7

Finishing the intersection

 
06:17
Modeling the curved section
8

Modeling the curved section

 
06:51
Modifying existing geometry
9

Modifying existing geometry

 
08:26
Modeling the corner sections
10

Modeling the corner sections

 
10:54
Final fit and export
11

Final fit and export

 
10:00