New to 3d modeling

I am trying to learn a little game modeling and have made up a simple house after researching and tutorials from the net. Would this be a good house for a unity game or would i have to model a different way.

You should post pictures and not a zip file. I don’t think most people will download a mysterious zip file from someone who has only posted one time as of the writing of my reply. I know I wouldn’t…

ok updated first post with screenshots

Thanks for posting some images.

Your question can be open to many interpretations but basically:

  • if the mesh can be exported in FBX format and it has UV’s, and sound topology, then yes, technically I dont see why you wouldnt be able to import and place the house model you are showing in a Unity scene. It is definitely low poly enough and looks like it is made mostly of triangles and quads, from what I could see

  • if the question is, would you use the model in the pictures in its current state in a commercial production, then my answer would be no, I would not, but that’s just my opinion

If you wanted to created an actual game that you will publish and put on the market, you will need to add alot more details, textures, etc.

Sorry I should have been more clear to the question but thank you for answering it. This was just a test and still learning low poly and such. I def would not want this in a production it is to plain and bland just learning and wanted to make sure I was on the right track for modeling.

Well if you run into any trouble, feel free to ask.

For what it’s worth, I wouldn’t say that that model would necessarily be unsuitable for commerical use due to it’s low complexity (depending on the game, it might be perfectly appropriate as-is - suitably textured, of course).

I messed around with SketchUp a little at one point, and didn’t have much luck with the topology generated by the internal triangulator. That’s just anecdotal though - it may have been user error, or there may be ways to go about exporting that don’t suffer from that problem (I was writing a custom exporter at the time).

[Edit: Actually, the topology might have been find for rendering (the triangulator was generating some degenerate triangles); it was just problematic for what I was doing.]