Mapping Contest! Greybox the best level, win a copy of ProBuilder 2.0!

Started to re-create a level I once made in Hammer. Good times.
Also, this is meant to be a futuristic cellblock.

(totally forgot to add the third story… ugh)

On a side-note: I noticed that Beast is throwing warnings on planes that have no surface. (No valid triangles found on plane)
That is to say when I nudge edges, (making a non-cubic shape) the plane isn’t removed from the object set.
Would be cool if that was a feature of 2.0 too :slight_smile:

Thanks! Just wanted to say I love how intuitive the tool is. Was going to watch the tutorial video but just started playing around and figured everything out. Love it.

@lockbox: thanks for posting even more images, looking forward to seeing more detail there!

The beauty of “grey” is that it forces one to really concentrate on the architecture and lighting, which is too often not given enough thought, in my opinion.

@damagefilter: looking very nice, excited to see more- and you definitely hold the lead for WIP winner this week! Oh, and yes making non-cubes will cause errors, vertex welding is a surprisingly ugly process to get just right. However, it should still work just fine :slight_smile:

@BlackTerrorGT: Good to hear, that’s the idea- to be be fast, intuitive, and plenty of power to build. So this means we’ll see some WIP shots before the weekend, right? :smile:

Just thought I’d mention- the free version has been upgraded to allow visual on/off toggling of the grid, and the grid size is set to .25 meters, a much more usable amount. This should really help everyone in building more complex scenes with the free version.

Grab it here:
www.sixbysevenstudio.com/progrids

Enjoy, thanks for making your voices heard!

Wow, way to name drop such an obscure game from my teenage years, LOL.

@Prime: Ha, I thought nobody would know it!

@All: New feature added to ProGrids, Angle Guidelines- super useful for complex structures!

Thanks for the updated grid too, the workflow is 100x better now!
I made this highway and bench today. I’ll try to get my hands on Unity Pro so I can get better lights.

By the way does the pro version have some kind of visgroups or cordon tool? I like to keep my stuff organized and I am already getting into problems with my laptop’s ram when constructing more stuff into my scene.

Neat, liking the detail! Glad the upgraded grid is helping :slight_smile: If you really like it, don’t forget to purchase!

Among many (many!) other things, ProBuilder 2.0 Beta #4 just added an “auto vis groups” feature, akin to Hammer’s implementation. Detail, World, Trigger, Collision, and NoDraw can be toggled on/off with a click- it’s very handy! The beta is only available to folks who have already bought ProBuilder, however. Check out more info on 2.0 here:
http://forum.unity3d.com/threads/156435-ProBuilder-2.0-Beta-is-out-it-s-coming-together-folks!

More to share. :slight_smile:

@lockbox Holy moly. You formed cylinders from those blocks? Kudos man. That must have been a crazy hassle.

My last one for now, I’m off to family christmas business the next days and be without Unity ^^

It starts to resemble my original now.
Hitting about 9k draw calls here though.
The lightmap index limit also comes scary close and I have two more areas to brush out …
Ah well, I’ll manage.

@lockbox: holy cylinders batman indeed! Luckily, in v2.0 you can create stairs, cylinders, etc, just like Hammer :slight_smile:

@damagefilter: drawcalls- you can knock 'em down to 1 or 2 by doing this:

Happy Holidays all, I’m leaving for my own 10 hour drive back home, heh. Though I’ll check back often!

So are we going to be lucky in v2.0 in that you can just select the a face in the inspector to specify a NoDraw texture? … without having to click the texture button in the ProBuilder pane? :smile:

Just need to be patient… lol

Looks awesome so far. I guess we have already a winner for the mapping contest. :wink:

It’s very, very early - but here’s a WIP pic of the church outside my window. Should have started with the interior first really, but I need to go and gather more reference for that…

I’ve been having a spot of bother with duplicating boxes - not sure what I’m doing to get it, but I’ve had a number of vertex handles left behind when I exit edit mode (which I was able to clean up), and somehow I’ve got a BuilderBox with no children or components that I can’t delete. Also a couple of boxes that I positioned off-grid keep getting snapped back onto the grid, when I accidentally select them with the grid snap enabled. Have left the box grid-aligned and moved the verts off-grid instead, to try to stop that happening.

I’m using 1.7.3 though so I guess some of these issues may be addressed in v2…

I think WInterbloods church is more awesome right now :smile:
I love the old medieval look.

Thanks damagefilter! It’s actually an 1863 building in the Gothic Revival style, so it’s not as old as it appears…
Done a bit more - this is it for tonight though.

Having some lightmapping artefacts on the seams, anyone know why? I’m guessing it’s just because I can’t flag internal faces as nodraw in the free version…

Also I’ve screwed up the round window by collapsing cubes into prisms, which seems to cock up the normals on the triangular faces. Does v2.0 handle degenerate triangles?

I’ll participate! Let’s see what I can cook up.

@Winterblood The seams look likethe baked amient occlusion Beast produces with the default settings.
Other than that it might be (not sure if Unity does that with lightmaps) an issue with mipmapping.

I scrapped the whole city scene. It was too large for my laptop to handle (I am studying abroad atm so I am forced to use this piece of fine retro hardware).
I am quite pleased with the new scene and now that I know the basics of the tools it didn’t take too long to create, except for baking the lights. I could eat a meal while it was creating shadows for me. :stuck_out_tongue:

By the way I can’t see other people’s images because my current school is blocking dropbox for some reason. But I can share your experience of duplication releted problems and prisms. I had some of those is my previous scene, now I am being more careful with my shapes and avoid triangles for now. You just need to be always sure to select the whole box when working outside the ProBuilder.

This looks great! Lighting looks awesome! Good job!