How I cre­ate… a plan­e­tary play­ground

ImagineFX - - Workshops -

1 From pa­per to Unity

We pro­duce all our as­sets in 3D us­ing a va­ri­ety of tools and then as­sem­ble them in Unity. I tend to start on pa­per, though, ex­plor­ing dif­fer­ent ideas un­til I’m ready to move into 3D. I’ll start by work­ing in Unity us­ing an as­set called ProBuilder to white­box a space and get a feel for how it works as a nav­i­ga­ble level, the scale of ev­ery­thing and how it sil­hou­ettes from dif­fer­ent an­gles.

2 Pro­duce and test as­sets

Once I’ve made the first white­box it­er­a­tion I’ll set up the ProBuilder ob­ject as a linked pre­fab be­tween Unity and Maya, and ex­port it as an FBX file. This now means I can up­date the model and see the changes in the project in­stantly. This is cru­cial for our art style, be­cause the post-pro­cess­ing we use isn’t repli­ca­ble in Maya – so I never know how an as­set will look un­til it’s in-en­gine.

3 Com­po­si­tion re­quire­ments

Once ev­ery­thing is tex­tured and mod­elled the process be­comes about com­po­si­tion, meet­ing Imag­ineFX’s re­quire­ments for their cover. I use Pro­cre­ate to hand draw the line-work and do colour­ing be­fore bring­ing it into Pho­to­shop for cleanup. The brushes I use are ba­sic gel pens or fine tips with Smooth­ing en­abled to em­u­late the way the game is ren­dered in-en­gine.

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