December 21, 2011

Hypergates available!!!



Hypergates has finally been released on App Store >>

Just buy your own copy and try to win the Galactic Supernova Race through five tournaments!

November 2, 2011

Outskirts - Block Out


Before getting start to modeling, I have a good habit to create a block out of the scene [or the model]. Blocking out the scene allows me to set the sizes, proportions, the presence of details, and it's really useful to identify critical parts or parts not required [out of views].

First things first, I synchronized my camera view with Unity standard first person angle of view [Modo = 80°, Unity = 60°] just to view exactly what I will see into game view.

Then I build the scene using primitives with grid snapping. The main reason for the grid snapping usage is to cut the ground in "blocks" to easily discard from memory geometries not present in the frustum culling. If the ground were a single block, I mean a single mesh, it will entirely remain in memory every single frame. Same things for the buildings: every single floor will be a separated mesh [game object].

And this is the block out result:

October 31, 2011

Modo Gears - Modo2Unity basics


Updated on November 2nd, 2011
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Read this first

As a great modeling/UV/texturing tool, Luxology Modo is one of the best program you can use with your Unity games.

This gear is for all those who want to have less possible surprises in the passage from Modo to Unity.

October 29, 2011

Outskirts [codename]


Today I started another test scene to find "HOW" I can break the limits in terms of quality and performance in our pipeline for a future game in Unity3D.

The main target is to reach as much as possible the quality of the rendering of Modo in Unity. How? Using Modo, of course :)

Second step: take this quality and bring it on mobile devices. And this is the hardest part.
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