Some thoughts and notes on making scene editors in the Unity world (scene editor)

Some thoughts and notes on making Unity big world scenes (notes for local editors).
This is the entire note for a project. The points of attention are all organized according to the project being produced. So when doing any project, you should pay attention to drawing inferences from one example to other cases .

Upload the scene (details determine success or failure, as long as you are careful, half the battle is won)

1. Various inspections in the inspection group (the grouping here is that each scene, especially the large world map production staff, requires reasonable planning, so these need to be specified in advance, otherwise the whole project will be messy) 2.
Two Once the steps are completed, the upload will be successful ( the upload tool is different for each company, common tools such as SVN, P4V, GIT, etc.)
3. Grouping of local editing scenes:
To save local editing scenes, the added objects must be in a certain Inside the Local of the scene. (This is a very convenient plug-in provided by this project to automatically group into different plots)

Summary of Problems in Terrain Mapping

1. If the ground material is very grainy, adjust
2. The ground material must be binary, otherwise seams will appear. (Be sure to pay attention)
3. If two textures appear to increase continuously when brushing the terrain, it means that you are not using the same layer, and you need to check the texture name.
4. When planning terrain maps for two adjacent terrains, the order of the four maps must be kept the same. This helps with optimization. (Optimization purpose: to ensure that only one mata is produced. If the order is different, two more mata will be produced.) The
terrain subdivision must be returned to its original position in the end, otherwise the terrain cannot be optimized accordingly in the game.
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Summary of the production method of the project (rough process required to draw the map)

  1. First, brush out the general structure (slowly downhill) of the plain area. Because it is a large terrain, planning is very necessary. Early planning has a great impact, otherwise you will not get a very reasonable and beautiful thing after repairs and repairs. (The biggest drawback of the current project: always trying).
  2. The gradient of the edging stones (one long row and one short row highlighting the changes in the basic level) becomes shorter and shorter towards the bottom of the mountain. (Layering). The rocks change regularly and orderly. cliff-like hilltop
  3. Add the changes of gravel and stone piles under the cliff (no matter what objects they are, they appear in clusters, with sparse changes and orderly chaos) at the foot of the mountain, and the changes of the stone piles on the large hillside (depending on the scene requirements) There are just some large plains, and protruding mountains and rocks are needed to increase the change of the entire scene.
  4. For the gradient on the edge of the river. (The gradient should be natural, for example: the sand eroded by water is darker, the sand on the beach is lighter, the grass near the water is darker, the grass on the mountains is lighter, the grass under the shade of the trees is cooler, the grass under the sun is darker Warm. Wait)
  5. The changes in the rocks need to be a little bolder, and the flowstones under the mountains need to be as far away as possible, with some big changes. The impact of the stone flow on the hillside.
  6. Patching terrain roads makes the curvature of the road look reasonable. (The detour needs to be highly undulating and reasonable, so that players feel that the detour is reasonable and there is no need to climb the mountain.) This is a tree-lined trail, which is winding and looks very far away. . and makes sense) with reference to natural landscapes.
  7. Patch the terrain so that the entire ground has undulations, but don't destroy the overall structure. (Use the brush to undulate slightly, and then smooth the terrain),, (This is to use the terrain or something to make some small changes to increase details when it cannot carry more resources)
  8. Fill some small broken rocks under the hillside. (If it is an open grassland, you need more gravel to enrich the map).
  9. The ups and downs of the rocks change together with the edges of the rocks. Showing the excessiveness of the mountain.
  10. Small undulations on the surface. It is necessary to slowly create some slight undulations, but not to damage the large terrain trend. (Look at the feeling, look at the details).
  11. The grassland by the river slightly raises the terrain. It seems that the grassland is slightly higher than the beach by the river. (Since a terrain can only be used with four map items , many transitions need to be manually adjusted by yourself. Several textures are needed for the detailed surface of the roadside: roadside stones, pavement, transitions on the road, changes in stones and grass, etc. A lot of pictures to make details)
  12. Later, some gravel and collected stones, crystals, grass, etc. will be added to the stone and the edge of the stone.
  13. Make some unreasonable things more reasonable, and the overall situation will appear to be slowing down.
  14. add_details() appropriately. Gathering and a few things need to be added. .
  15. Brush grass. The grass on the lower edge of the cliff is very dense, especially on the grassland. Because no one has walked through it, the areas with stones may be slightly shorter and sparse (because the land filled with stones will prevent the grass from growing. Also Some small stones are rolled down on the grass, and the grass on the edge will be denser.
  16. Brush the second grass. This grass is to add details and give some variation to the first grass. During the drawing process, you must control the details (the so-called natural irregular shapes on the edges, the appearance of each piece, etc.) to make it more natural and harmonious.

Problems encountered in scene production:

1, too regular, appropriate uneven.
2. Pay attention to the layering when the rock vines are coming down.
3. The natural transition of grassland. The beach side is too hard.
5. Places with stones and grass should be flatter.
6. The lower part of the stone should be slightly shorter with appropriate stone material. Add a thin layer of green grass appropriately.
7. When placing grass, try to have several colors to make it look richer.
8. Try to be as orderly as possible.
9. On the prairie, the grass next to the small stone is denser.
10. If there is a small hill, the hill used to be the green space, and you need to re-check the color change.
11. When making roadsides, the number of textures used for large maps is limited, so many details can be filled with terrain, various types of grass, and vegetation. But making a small map is to pay attention to: roads, grass. The small rocks between the road and the grass are excessive, and small stones are added to the road. And some details such as adding grass details (flowers, grass of different colors) to the grass.

Bending can reflect the sense of space of a scene

1. The edge of the road needs to be more natural, that is, there are stretches and relaxations, sparseness and density, slowness and urgency.
2. Grass is in the water (depending on the location, some grass will appear richer in the swamp area if it is in the water). . .
3. Do not insert the grass next to the decoration into the decoration. (Details determine success or failure)
4. Create some stone surfaces without long stones in the prairie, which will look richer; (Use as few resources to create richer scenes)

Grass brushing problem

1. Check the grass on the stones
2. Delete the grass under the trees (the ones that are pressed below need to be deleted to prepare for optimization)
3. Replace all the grass by the river
4. Delete part of the grass at the bottom of the reeds by the river (to prevent Overlay)
comb through several detail references and large references.
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Origin blog.csdn.net/Mq110m/article/details/125416777