Oversubscribed

I’m not putting much time aside to read the magazines that fall on my doormat throughout the month these days. I did a review of subscriptions today and cut Custom PC from the list. My pratical-geek-tech fix is now met by Computer Shopper. If I had to choose just one magazine to keep it would … Continue reading

Pulling a goat from the right side of the brain

What a journey I’ve had this evening! The self doubt crept in quickly over the last day or so and I’d managed to procrastinate on the art front completely avoiding anything arty yesterday. Indeed, I strayed so far from the righteous path that I even dragged my old HP Touchsmart TX2 laptop out of storage … Continue reading

Dusting off the drawing board

Having grown wiery of doing simple boxes and sphere’s in my unity tests, I’ve put Unity on ice for a little while to work on earlier steps in the creative pipeline. This detour has ended up with me committing to improve everything from 3ds Max knowledge to my pencil-and-paper drawing skills. First stop on this … Continue reading

Tip: Use a Dummy to simplify 3DS Max to Unity world space conversion

My illness hasn’t lifted but I was determined to do something productive-but-not-work-related this evening. So, I revisited the world space conversion topic from the last post. I couldn’t understand why the UGDE ¬†book example assets appeared to have standard pivot orientations yet were importing correctly into Unity. Had I missed a trick? Upon closer inspection … Continue reading

Unity Day 9 – 3DS Max model to Unity import and UV Unwrapping

Time was a little short today so I didn’t set out with big expectations of what I’d cover, just a rough idea of where I’d start and the direction to take. I started by creating a simple wedge-shaped object in 3DS Max then studied the UV Unwrap tools until I had enough knowledge to unwrap … Continue reading

Unity Day 8 – A simple recap turns into a trip down memory lane

The objective today, apart from nursing a runny nose and groggy head, was to put together a simple interactive game to exercise what I learnt about Unity in chapter 5 of Unity 3.x Game Development Essentials over the last few days. The application has to include some colliders, trigger zones and raycasting with audio, animations … Continue reading

Unity Day 6 – Interaction 101

I’m on the third and hopefully final revision of the slides for my boss that I started yesterday morning. What a coincidence that I’m learning how to interact with a sliding door in Unity! [Poor segue but it’s all I’ve got tonight]. Chapter 5 of Unity 3.x Game Development Essentials is all about interactivity. It … Continue reading

Unity Day 5 – the spare time gamble

I forgot to do some presentation slides for my boss over the weekend and I’ve promised to have them done by tomorrow morning or at the latest tomorrow close of play. I didn’t get to them during the day and straight after work I went to visit my partner who is recuperating from an operation. … Continue reading

Unity Day 4 (another few hours)

After watching Prometheus and leaving the cinema somewhat bemused, I lifted my spirits with today’s exercise: Chapter 3 of Unity 3.x Game Development Essentials. Within 90 minutes of following along, I’d loosely modelled a terrain, textured it, added some palm trees and grass, added refractive water (pro perk, might as well use it), dropped in … Continue reading

6 hours with Unity

I’m now about 6 hours (spread over 3 days) into my Unity experience and happy with the results so far. Yesterday I switched to an up-to-date version of my chosen guide book. This edition is called Unity 3.x Game Development Essentials and it was worth starting from the preface again as a lot of the … Continue reading