Jump to content

CaptCanada

Members
  • Content count

    64
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by CaptCanada

  1. CaptCanada

    Broken wall

    Just wondering if there are any tips on how I can create a "broken wall"? I have attached a screenshot of some walls I am creating and want them to have a more "natural" broken, decayed, damaged look. Right now, I have just been using Connect Edges to make some new edges and then just grabbed the new edge to push/pull them into the shape I want. The walls still don't look right though. I am trying to make the ends of the walls have a more broken appearance rather than looking "straight" like they are now. Thanks!
  2. Hi all I created a T shaped room using the Polygon tool. I then flipped the normals and tried applying a material to the walls in the scene view and it was visible when applying to the walls, but the material didn't get applied. I then created another room with the polygon tool. I then applied the material to the room and then flipped the normals. The material remained applied. Just wondering why I can't applied material to flipped normals? Thanks!
  3. CaptCanada

    Light shining through walls

    Hi all I have a basic PB building and in each end of the room, the directional light seems to be shining through the walls, even though I have Shadows set to Two Sided. I am using GAIA for the terrain and have the lighting set to Afternoon Light, for those familiar with the program. This problem doesn't happen with non PB buildings/objects. Any ideas as to what is going on? Thanks
  4. CaptCanada

    creating a roof

    Here is a pic of a building I am working on. I need some tips/advice on how I can create the roof for this building. I initially tried extruding the two top faces of the angled meshes on the Y axis. I then selected the two faces that were created as a result and tried extruding them down the length of the building to meet up with the other opposite wall, but this resulted in parts of the geometry not matching up. Thanks!
  5. CaptCanada

    creating a roof

    I had no trouble at all with the new tutorial. Very straight forward and easy to understand. I've had PB for about a year now and have only started to use it's these features. It really has helped in my current project as I have up until recently been using PB basic shapes to construct my level. Granted, the buildings I've needed haven't been complex, but I am certainly going to expand my level design now that I have a better understanding of these tools. BTW, is there a "recommended" wall width when building the house in the tutorial? I.E. Is 1meter too wide? I assume that there is certainly a minimum width? Thanks again!
  6. Hi all I have the default material set to checker in the PB preferences, but when using PolyBrush, the material isn't applied. Thanks!
  7. CaptCanada

    old shed

    Thanks! Didn't mean to try and get another answer on how to create the roof.
  8. CaptCanada

    old shed

    May I ask how you constructed the roof portion of the shed? I am trying to build a warehouse type structure with a peaked roof and having some difficulty with getting it to work. Thanks
  9. CaptCanada

    creating a roof

    I can create the roof for the inside walls, as shown in the tutorial. How would I create the roof for the outside wall sections? Thanks
  10. CaptCanada

    creating a roof

    The tutorial is very helpful, any chance for a video? As for my building, I've been basically constructing it using PB cubes to make the walls. To make the peak of the far walls, I followed the tutorial on building a roof, which you answered for me btw! Once I built the roof on both far walls, I just grabbed the edge that was in the middle and pulled I up on the Y axis. Then, I selected both faces, as seen in the second image. I then extruded them up a bit, shown in third image. I finally selected the new faces that were created, fourth image, and extrude those to meet the opposite wall. Your step by step tutorial is using features of PB that I haven't explored, but it seems that these features will make creating a building like this much easier. BTW, for windows and doors up till this point, I've basically just used PB cubes to make the walls, leaving gaps where I wanted my door/window to be then just filling in around where each door/window would be. Thanks!
  11. CaptCanada

    Checking Geometery

    Hi I am just wondering if there is a way to check my geometry to make sure that it is all "enclosed"? I have built a structure and would like to check to make sure that there are no "leaks'. I have used vertex snapping to make sure the walls are snapped in place, but my ceiling is angled up in a peak and I am just wanted to make sure that it is flush with the walls. Hope this makes sense! BTW, any tips on how I can make an angled roof? I have watched the tutorial on this an have used it to make the two ends of the building, but need some tips on how to actually build the roof itself.
  12. CaptCanada

    Checking Geometery

    Thanks for the reply. I will defiantly try using the Select Hidden feature.
  13. CaptCanada

    Light shining through walls

    All of my PB objects I was using were set to Static. As for versions, confusion was on my part! I basically created a new scene as I wasn't sure what settings I may have messed up/remessed up and I no longer have the bleed through issue. I guess the lesson here is on change one setting at a time and see what happens as opposed to changing a bunch of settings at once and wonder what went wrong when it doesn't work out. Thanks for the help
  14. CaptCanada

    Light shining through walls

    I've read online that using baked lighting instead of realtime lighting, which I am using, may fix my issue?
  15. CaptCanada

    Light shining through walls

    I tried a new scene in Unity 2017.1 using GAIA and a small PB object. Using the defaults, there seems to be no "bleed through". Unfortunately, I don't really want to port my current project to 2017.1.
  16. CaptCanada

    Light shining through walls

    I tried a new default scene using the default directional light and I still get the "bleed through" effect. You mentioned that you had tried a couple of different versions and didn't get the same issues as I am, so maybe it is something that I am doing or not doing? Could you show me a screenshot of one of your versions so that I can compare and see what setting or parameter I have that may be causing the issue? Thanks!
  17. CaptCanada

    Light shining through walls

    When I change the buildings walls to Static nothing changes. I have found that when I disable the Directional light and use the GAIA light presets, the bleed through issue goes away. I'm not sure if you are familiar with GAIA, but you create a new scene, which adds a default directional light and default terrain. When you then create your GAIA terrain, you can choose a lighting preset, which it seems just relocates the directional light and alters the intensity.
  18. CaptCanada

    Light shining through walls

    Thanks for the reply. The building in the distance doesn't suffer from the "light leak" that the foreground building does, though I constructed both similarly. I was looking at the settings for the directional light when I change the lighting presets in GAIA. It seems that each preset just changes the position, rotation and light intensity. I might just try and setup the scene that I currently have to use a directional light without any GAIA presets and see what happens. I will also recreate the scene in Unity using the default settings and directional light and see if I get the same problem. Yes, as I move closer to either wall in the new building, the shadow effect changes and the visible light/shadow slowly disappears.
  19. CaptCanada

    Light shining through walls

    Here is a screenshot of one wall of the building I am making. Each of the six objects that make up the building have the same settings.
  20. Hi all I've created a simple building and have noticed that when I shine a spotlight through the walls that I can see part of it pass through to the other sides? I'm using Unity 5. Anyone know what may be causing this? Thanks
  21. CaptCanada

    Making a slant roof

    Hi all Just wondering if any of the PB pros here have tips for a newb on how to make a slanted roof? I'm kinda tired of having my buildings having flat roofs and think they would look more realistic if I could learn how to make a slanted roof like a standard house. Thanks!
  22. Hi Just wonder how I should upgrade my PB bundle to the latest version, part to Probuilder 2.5? I bought the bundle via the Asset Store. My apologies if this has been asked/answered before
  23. CaptCanada

    How to upgrade Probuilder Bundle to latest PB 2.5?

    Okay, thanks for the reply Karl. Another question, has version 2.5 of PB been released via the Asset Store? If not, is it available via the Toolbox? Thanks again!
  24. CaptCanada

    Making a slant roof

    Lol. I have the complete bundle and use Pro Grids for alignment, if I remember to turn it on that is!
  25. CaptCanada

    Making a slant roof

    Thanks for the great tutorial. This was exactly what I wanted to do! I have a warehouse building that I made using several PB cubes for the sides. I wanted a slanted roof and ended up using two cubes that I then simply angled and then moved into position but the two roof pieces never really lined up. This will be much easier and more symmetrical than my method
×