Join Adam Crespi for an in-depth discussion in this video Populating with props, part of Unity: Level Design.
One of the most important things to see in our market, are the goods that each vendor…is selling. So far, we started to at least handle the…basic geometry of where the shops are, if not the actual look.…But as we can see in this reference image, there's an enormous amount of stuff that…needs to go with these. Outside of this one particular shop for…example, there are beans and grains and spices in large, colorful sacks all…arranged on benches. And hanging overhead, we have dried gourds…and ornamental pieces. In the shops next door, we can see hanging…bags and still more pieces laid out on tables.…
And the shops go back fairly deeply with the shelves stacked high with all manner…of goods for sale. What we want to think about then is how to…avoid prop fatigue, as in not having enough props to go around, while still…managing our props reasonably. We have a start for this in our texture sheet.…I designated eight spaces just for props, just raw spaces to do things like layout…hats or layout spices for example. This is good but we do need to make sure…
Note: This course places a strong emphasis on modular construction techniques and resource optimization as part of the design process, which will help your build process be more lean, nimble, and efficient. A basic knowledge of Autodesk 3ds Max or Maya, and Adobe Photoshop is recommended.
- Setting goals for the player
- Planning the player path
- Bounding the world invisibly
- Defining player scale and field of view
- Using and joining modular elements
- Setting up prefabs
- Adding ambient animation
- Opening doors
- Making stairs walkable
- Lighting scenes