Im working on a 3rd person shooter and my level design is simply a parking lot with a building in it and some road access for spawn area purposes, just a small close quarters map. My question is whats the best way to go about this design, ive been working with unity for a while and i love the terrain designer built in but i just dont know if thats necessary for this since theres no mountains or anything like that. Would it be easier to build the entire level in 3ds max and import it already assembled into unity or is there something anyone does thats a good process for a small map design along the lines of this. My biggest worry is the scaling, i dont want to design the whole thing and then find out my character is 1/3 smaller than everything else. Any advice would be very helpful.
Probably do it all in 3ds max and then you can scale it to size in unity… (Just scale the parent object and all of the children will re-scale with it.)
(You can also adjust the FBX scaling factor to avoid applying a realtime scale in Unity)
If the level is fairly small, building it entirely in MAX makes sense. If it was larger or made up of repeating parts, you’d probably want to build chunks of it and assemble it inside Unity, like a tileset.
If you’re worried about scale, why not block it out quickly in MAX and test out the space in Unity? Once you’ve got a feel for what works, you can start building your real assets with a lot more confidence.
will do, ive just read up a bit and saw some people saying building the whole level in 3ds isnt plausible but your guys advice makes sense, ill test out the building size and go from there
thanks!