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Oblivion

Best Practice For Top Down Design

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I am working on a top down twin stick shooter and have decided to use probuilder as the initial modelling tool. I was wondering what the best method of creating a structure similar to the picture I have attached. In other words, I need to create rooms without a roof. Previously using SabreCSG I made one large block and used subtractive brushes to cut out my corridors and rooms. What would be the equivalent here?

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Hi Oblivion, welcome to the forums!

I'd recommend you start with the PolyShape (http://procore3d.github.io/probuilder2/toolbar/polyshape/) and build out your "floor".

Then, I'd use more PolyShapes to build the outer walls, around the floor. This way, you end up with very easily modifiable walls and floor.

When you have the general level design/prototyping done, you'll probably want to dive in and edit "manually" with ProBuilder's mesh editing tools, UVs, texturing, etc.

One note: currently, even setting a height of "0" won't remove the "underside" of a PolyShape. Chatting with @karl on this now, I think we can improve that in an upcoming release. For now, you'll want to select the top face, then use the Invert Selection tool (http://procore3d.github.io/probuilder2/toolbar/selection-tools/#invert-selection), then Delete (http://procore3d.github.io/probuilder2/toolbar/face/#delete-face)

Let me know if you have any questions on this! :)

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Thanks for the reply, that clears a few things up. My partner and I were arguing about which way we should go forward with it. He was in favor of inverting the normals on a block to create an open room and then working from there.

Cheers :)

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Inverting the normals is a perfectly fine method too :)

However, I prefer using the PolyShape, the ability to add, delete, and move points in a 2D fashion is makes for a much quicker process! :)

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