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Too subjective and argumentative
Model in Blender, or Block in Unity?
I've been thinking about how you'd go about building a simple first-person game in Unity - a low-poly one at that, such as Gravity Bone:
What should I be modelling in something like Blender, and what should I be building in Unity with block primitives? Is it even possible or encouraged to block things out in Unity in this way? For instance, texturing would seem quite hard, since you'd be unable to create skins/unwrap stuff in Unity.
On the other hand, some repeating structures (like the fence at the edge of the area in the Gravity Bone picture) seem to be hard to build through models, as you don't know what size you want them to be.
I'm really new to this kind of thing, as you can probably tell. Can anyone shed some light on what should be done in which tool?
Sorry, but your question is too broad. Unity Answers and its community is here to help you solve any Unity specific problems you have. You can try asking your question on the Unity Forums (http://forum.unity3d.com/), that is for discussion based questions.
Am undecided whether to close this or not. $$anonymous$$y personal suggestion is to model if you can. If you are modelling everything then there won't be a problem with batching (as per the batching rules). However once you scale an object, it breaks batching. Other users may have some tips, or agree this belongs in the forums. Good Luck.
Thanks for the detail. I'll leave it up for a bit and see if there's any responses but might migrate it to the forums. :)
spectacularly too broad. this board is for questions that have an answer like "14.2". forum is your friend
also consider unityGE$$anonymous$$S.com for many useful beginner articles