Edit: The demo has been updated to reflect what our team has accomplished in 11 weeks of class. Still, any comments are welcome.
Hi there! I’m a student at the Illinois Institute of Art in Chicago and part of a class team that is using Unity. Traditionally, our prototyping classes use the Unreal Editor, however myself and a couple of other students asked that we be allowed to use Unity. The school agreed after we demonstrated the ease of use and ability of Unity and has now initiated purchasing the Engine for our school for these classes from now on! (Yay us!)
It was suggested that we post our progress so far. I thought I would put up one of our levels. It’s not entirely complete yet, but you can run around in it as the character (we’re still in a state of redesigning the character as well).
This level is inside a windmill. The character will be collecting pieces to build a robot companion which will be assembled in the top area/workshop.
Please any feedback, comments, and critique are very welcome!
Controls:
Movement - WASD / Aarows
Jump - Space
Camera Move - Left Mouse Down
Camera Char Move - Right Mouse Down
__*__Holding down the right mouse button to steer as you use WASD and Space is recommended.
Visually it looks really good. Unfortunately on my MacBook Pro the frame rate was a bit choppy and that made it difficult to actually control the character and move about. Keep it up though as I’m excited to see where you take this!
hi,
i believe when we built we left the default graphic settings at maximum. We are experiencing a bit of slow down on the machines at our school as well (although not on our home PCs). Turning down the graphics quality setting seemed to help the frame rate issue on our school computers some what.
We have reduced poly count and have optimized our textures to 512 maps. Any other suggestions to help?
You guys finally posted a build for the world to see.
I am glad to hear that school is purchasing Unity (really? Someone come by my class and fill me in on how this went down!) Now I don’t have to beg them to buy it. I for one will be glad to stop using UE3, I know I was the one pushing for it, and move on to Unity. Unity is much better suited for giving the students the opportunity to make the game they want to make.
Any of you Team Uno peeps want to stop by class, I have some things I have been working on in my free time that you might want to see/use.
I have been lurking about the forums for a while and this made me want to post! I’m glad to see that Unity is starting to spread, as I attend The Art Institute of Tampa and we are finally getting Unity next quarter (3 quarters before I graduate). Unreal is a very powerful engine, but since its only a mod tool there isn’t much we can do other than an fps and also its not a very usable engine for just one person. Unity is awesome in that fact that you can get more done in less time. I really like what you guys did with it so far, and I know how hard it can be trying to get a project done in eleven weeks. I’m sure theirs a few more things that you could address. Visually the character’s scale to the rest of the level seems a little small, and some of the textures can use some revisiting, but overall it looks like everything came together wonderfully!
Next quarter I have Team production and hopefully well be able to use Unity, but we have a lot of Unreal die hards and its gonna be hard to get them to switch.
Thanks for the reply! Yes, I agree. Unity is far more preferable in our sort of environment than Unreal. Especially since our school uses only Maya and Unity has such a perfect pipeline for it.
We’re aware of the character seeming small in comparison to the environment. There are a lot of things that need to be tweaked with that.
Which texture issues are you referring to? As the main texture artist, I’m totally open for any suggestions/critique/feedback.
The wall textures seems a little stretched and fuzzy with a little pixelation, and the scale also didn’t feel like it matches up very well with the rest.
The rest of the wooden textures inside the building were a little repetitive and far too ‘clean’ maybe adding a little bit of dirt or different wood knots and some scratches and discoloration in the style your going for would break it up a bit.
The exterior environments and textures looked great, except for minimal stretching here and there.
But like i said before I’m sure the time constraints had a lot to do with that.