Like I mentioned last time, I’ve been teaching myself Blender and Unity. I’ve started a project at work, which I’m really proud of how it’s going, but due to the scale I decided I’d probably start with something smaller to learn the ropes.
So, I’m making a location from
The Embrace, the Baker Street Brakeworks, which is a burned out husk of a building that once served as a brake shop, with a secret basement that acted as a speakeasy during prohibition.
![](http://www.davematney.com/wp-content/uploads/2011/07/brakeworks1-1024x356.png)
As you can see, there are no windows, yet, but I assure you I plan on it. Also, considering this is going to game-ready, it’s currently sitting at 479 polys - I’ve been really trying to get in the habit of reducing the poly count as actively as I can, which is why there are no windows. :p
![](http://www.davematney.com/wp-content/uploads/2011/07/brakeworks1.wireframe1-300x116.png)
But that’s hardly everything.
![](http://www.davematney.com/wp-includes/images/smilies/icon_smile.gif)
During this process, I’ve constantly been back and forth between Blender and Unity, checking my normals, checking door sizes and playability. (It took some work, but I got Blender and Unity to play nicely together, also.) It’s an incredible feeling when you can immediately play through something you’ve built.
So… play through it. WASD or arrow keys to move, mouse to look, space to jump (which doesn’t do much but show you I need to work on my collision detection on the player object), and to go full screen right click in the window and select “Go Fullscreen.”
Originally published at
Dave Matney : Forward