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Thread: Unity - Lightwave killer workflow

  1. #1
    Registered User
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    May 2003
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    Brazil
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    Unity - Lightwave killer workflow

    After some research online I found a very nice workflow with unity and lightwave. Basicly the best way to make a trial and error level design is to use the primitives Unity3d alredy have or custom objects modeled in your 3d suite and mount the level with your tiles.

    First Problem: Ok, you have a beautiful level but you must redraw it in your 3d app if you want to refine it.

    Second Problem: with thousand blocks you will have a thousand drawcalls and it will become heavy.

    The solution is to use the built in "Combine Children" but doing this you will not be able to bake a lightmap.

    The solution I found was to export the entire level in just 1 .obj with this free script:

    http://unifycommunity.com/wiki/index...le=ObjExporter


    I hope it will be usefull, here it is saving lots of time.

  2. #2
    That's nice!

    not a Unity modeler myself (yet anyways) :] ...but that's a very nice trick \:]

     
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  3. #3
    Registered User
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    May 2003
    Location
    Brazil
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    133
    It saved a huge amount of time here so I wanted to to share

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