Sketch. Up Tutorials > Using DWG Files to Create 3. D Models in Sketch.
Up Tutorial > Pluralsight. In this Sketch. Up tutorial we'll learn how to use . D models. We'll begin the process from the ground and work our way up.
Art Director, Robh Ruppel, explains how he used Google SketchUp to help conceptualize the look and feel of the award-winning video game, Uncharted 2. To.
Using imported foundation and structural plans, we'll model the foundation and the columns. Once those elements are in place, we'll use a displaced modeling technique I often use, to place beams throughout the building model. Along the way we'll discover a few simple tips and tricks that will help reduce your modeling time significantly! Finally, we'll take a look at how to quickly and efficiently model the building's exterior which includes glazing, windows, mullions and even spandrels. By the end of this Sketch. Up training you'll know how to use simple 2.
D drawings to create powerful 3. D models that can be used for schematic design and even design development!
How- To: Make a Left 4 Dead Map Using Google Sketchup. Left 4 Dead 2 is great fun, but there are only so many maps that actually come with the game.
And until Valve releases any additional map packs, community- created maps are your best bet for fresh content. But why not learn how to make your own custom maps? With Valve's Hammer World Editor and Google's free Sketch. Up program, it's actually much easier than you think.
Valve's Hammer is the game map editor that comes with the Left 4 Dead Software Development Kit (SDK). Google Sketch. Up is a free 3. D design application that.
Using both tools, you can design and make custom shapes and objects that would be impossible to generate with Hammer alone. We're going to show you, step- by- step, how to use these tools to make a single Survival map for Left 4 Dead. We'll cover the basics of Hammer, the art of designing a building from a reference photo, and crafting simple objects to use in- game.
The techniques we introduce apply to both Left 4 Dead and Left 4 Dead 2. They'll also help you make maps for other Source engine games, like Counter- Strike, Half- Life 2, Portal, and Team Fortress 2.
Tips & Tricks November 2015 How to create 3D textures using Sketchup. The SketchUp plug-in for Maxwell Render offers a whole host of functions that enable the user to. Studio Oleomingus is an independent studio telling adventurous stories set in creative environments with dynamic gameplay. In this SketchUp tutorial we'll learn how to use.dwg files and plans to create 3D models. We'll begin the process from the ground and work our way up. In this series of SketchUp tutorials we'll take a step by step approach to creating a steel structural model. We'll work from the ground up and start with grids and.
Grab and seat and dive in. Making a Left 4 Dead map is a perfect D- I- Y project for the Holiday weekend! Install the L4. D SDK, Sketch. Up, and Valve plugins. Before you can make game maps you need to first get the right tools.
To install Hammer, simply goto the tools tab inside Steam, and install "Left 4 Dead Authoring Tools" or "Left 4 Dead 2 Authoring tools" depending on which game you want to work with. When you launch the Left 4 Dead authoring tools you are given access to a variety of programs, the most important being Hammer. For Google Sketch.
Up, just download and install the package. Sketch. Up comes with many built- in guides and links to tutorial videos on using the interface. We highly suggest watching the videos to get a quick primer on basic Sketch. Up functions. Finally, in order to export brush work and models from Sketch.
Up into Hammer, you will need to install the Sketch. Up Plugins from Valve. First, you should open a Windows folder and navigate to the Sketch. Up plugins directory. This is located at: ".
C: Program FilesGoogleGoogle Sketch. Up 7Plugins. Then launch the Left 4 Dead Authoring tools, then double click on ". Sketch. Up Plugins. This will open a windows folder that contains a folder called "Plugins" Open this folder, then open the "Sketch. Up" folder. You should now have a window showing you a list of .
RBS and other files. Select all these files and copy them to the "Sketch.
Up 7Plugins" folder you opened earlier. The plugins should now show up automatically the next time you run Sketch. Up. Introduction to Hammer.
Before you can start using Sketch. Up to advance your map- making skills, you must first learn to use the Hammer editor. We're not going to be able to show you all of Hammer's features, but we'll give you enough to make a simple Survival map. First you need to know the rules for making a map in Hammer, and how to duplicate those rules inside of Sketch. Up. Hammer uses a game map technique known as BSP, or.
Binary Space Partitioning. The easiest way to think of how BSP work is to imagine your own house as a 3.
D game map. Inside your house, you have rooms separated by walls, doors and other partitions. When making your game map, all you really are doing is making individual rooms that the game can determine are connected together. The game engine uses this BSP map in order to calculate the what the player can see, where the AI can travel, and the fastest way to render the game world. There are many online guides on how to form a optimized and efficient BSP- based map. We suggest you seek these out once you are ready to make larger maps.
For now we will be building a single basic outdoor world, which requires just one room. A Word about Brushes. In order to make the walls, ceilings and floors that make up your map, you use the "Brush" tool built into Hammer. A brush is a solid convex object.
The simplest type of brush is a cube with six sides. An example of a more complex brush object is a cylinder.
However, there is one rule to keep in mind when making brushes in both Hammer and Sketch. Up. all brushes must be convex in shape. Convex means that if you were to draw a line though the shape it would never intersect with more then two points on the object. If you want to make a concave shape, such as an arch, you would need to make the arch out of smaller convex blocks. This works in almost in the same way as if you were building the arch up brick by brick. For now, we will be simply working with basic blocks and making the outdoor portion of our game map.
Your Very First Map. To make your first basic map you will need to make your first room. Launch Hammer from the Left 4 Dead Authoring Tools.
From the control bar, go to "File" then "New". You should now have a black window with four smaller windows inside, three of which show a grid. Moving clockwise from the top right, these windows by default are: 3.
D view, Top 2. D View, Side 2. D View, and Front 2.
D View. Inside the 2. D views there should be two aqua- colored lines that intersect.
These lines point to the origin or coordinates: 0,0,0 of the map. This. is important for aligning objects between Sketch. Up and Hammer, and also for more advanced features you may use later. You should strive to make your map centered around this origin. Building the Outside World. Since we will have a larger world on all sides of our cabin, we can start by making a basic hallow cube shape. Before we make our first cube we first need to select a default texture.
Open the "Texture Application" by pressing. Then press "Browse". In the "Filter" area type: ". Close the texture application.
The No. Draw material is a very special texture in Hammer. Any surface you put it on will virtually disappear inside the map, becoming invisible. You can use this texture to cover surfaces that you know the player will never see such as the tops of large buildings. This saves compile time when saving your map to the game. The engine doesn't have to compute any lighting on No.
Draw surfaces. For now though we will be using it as our default material so that any surfaces we choose not to apply textures will remain No. Draw. Hammer has an easy way to make a hollow cube without making each of the six walls individually, by first making a large solid cube. Start by enabling the brush tool by pressing.
Next, inside the top 2. D view, click and drag out a square. Make this square.
Inside either the front or side 2. D views, drag the top and bottom of the cube so that it ends up being 2.
Then press ENTER to build the new object. You now should have a solid outlined square inside your 2. D views. And in your 3.
D view you should see a yellow 3. D Cube. You may need to zoom out to the large cube in the 3. D view. Now switch to the default selection mode by pressing. Select your cube inside the 3.
D window. Inside one of the 2. D windows right click on the cube and select ". A window will pop up asking how thick you want the walls on this hollow object. We will change the number to negative thirty two (.
Press enter and this will give you a cube that is 2. We will use this cube as the basis for the outside world of our map. You should note that the cube in the 2. D views now has some extra thickness. This hollow cube is also a grouped object. If you want you can un- group it bu pressing. Grouping is a great way to keep similar objects together to move them around.
Now if you zoom into your cube in the 3. D window you should end up inside a large cube with the No. Draw textures on all the walls. This cube is now a sealed and "leak"- free map. A leak is caused by a gap somewhere in your map that is open to the black void surrounding your map, or between two otherwise sealed rooms. The easiest way to think about preventing leaks is to make your map as if you were building a pressurized space station.
Any opening into the black void outside your space station would leak air into space. The best way to prevent leaks is to be diligent in building your maps. All outside walls in your map should be sealed edge to edge with no gaps between walls.
If your making a sealed room inside a building, the outside walls of the sealed rooms should also be treated in the same way with only Area. Portals acting as doors and windows.
Area. Portals will be covered in later. Apply the First Materials. We now have our large 3. D Cube, but it has no textures. A good practice when making your map is to use development textures. You can find these easily by opening the Texture Application and typing: ".
We are going to apply: ". Press. to open the texture application. Select the floor of the cube.
Then press Browse and find ". Then press "Apply".
The bottom of your map should now be a large gray plane. Make a Skybox. Now wouldn't it be great if our game map could look like it was surrounded by a large sky, rather then feeling like an enclosed cube? Source Enging games use what is called a Skybox to simulate a large expansive world.
But you don't have to actually build a massive sky or dome to get this effect. All you have to do is simply tell the game which surfaces you want to see into the far away sky.
You do this by using another special texture called. Open the texture application, and then select all the surfaces you want to be sky. In the case of our map we will select the top and sides or our cube by pressing CTRL and clicking on each face.
Then press browse and search for ". Tools Skybox. ." Double Click on either of the two textures that show up and press apply. You should now have a cube with a gray floor and blue walls. You can change which Skybox image the game renders by selecting "Map" > "Map Properties" from the toolbar, and changing the ". Skybox Texture Name. For now we will just leave it at the default: ".
Adding Required Entities. Before we can test our our basic cube in the game we need to first place a few required entities.