Categories
Virtual World Building

End – Virtual World Building

The final part of this project was to get the newly created environment FBX files into Unity. This is where I ran into a couple issues.

Most importantly, google maps generates its 3D models in a grid format. This means, each grid tile has its own individual texture. This isn’t a problem on its own as most programs understand which grid tile is associated with each texture. However, by default, Unity doesn’t. I spent a lot of time researching how to bake textures into models but never ended up figuring out a solution. It’s a bit disappointing as the textures are what really sells each environment and even more frustrating because I’m sure the solution is simple. I guess that’s just how learning goes sometimes.

Here is an example of what I mean when I say “grid tile”. You can see that if I click on each object, it will only select a small square.

As much as I wanted to solve the texture issue, I had to move on. Once the FBX files where imported into Unity, I dragged them into my scene. My scene was created with the First Person Preset so luckily it had good movement built in. At first I wasn’t sure how I wanted to arrange my locations. At first I thought maybe it’s like you’re in a museum of Zach and each location is a different exhibit, then underneath each is the text description as to why it was important to me and why I included it. Maybe if this project was supposed to be bigger it would’ve worked but I realized that a museum with only 3 exhibits would be fairly underwhelming. As I was experimenting in the program, running around and looking at each scene, I realized something. The infinite environment that unity automatically puts you in was actually pretty on brand for my vision. If you are truly meant to be in my brain I feel like that IS an infinite room with memories scattered about. More specifically, if I was asked to consolidate ME into 3 locations, my brain would subconsciously generate the 3 different scenes, with a text description and then I would have to verbally explain what I was imagining. I found it very cool to think that what was once just a thought, generated and rendered in my brain, is now being visually expressed and rendered with code in such a way that the user can walk around and explore it like it’s another dimension.

Birds eye view of my final scene
Here is 1st person view from inside my scene. This is what you would see if you were actually in the game walking around.

Leave a Reply

Your email address will not be published. Required fields are marked *