Now that your concept design is documented, save that file for reference later, and then start a new one in order to begin work on your actual game level. You will begin by drawing out your plan in 2D in SketchUp, based on your mock up. You'll use this as a basis for your 3D terrains, buildings, and scenery assets:
Level_Master.skp
. Map_Base_2D
. Make sure Replace selection with component is ticked. Now click on Create.You now have your grid and flat rectangle on top of each other. The grid will form your final terrain. The flat rectangle will contain only the plan's layout drawing. The reason you have placed a copy of it over the grid is because you will later be able to project geometry from it into your terrain. Your grid is 100x100 square meters, made up of a 50m tall by 50m wide grid of 2 squares. The reason you flipped the grid over is because the blue side was at the uppermost side. That's the back side, as you discovered in Chapter 4,Wooden Pallet: Modeling.
But why do you need to have a grid of squares in the first place? The grid is there so that you can create a 3D terrain. Each of the points on this grid will be raised or lowered as you wish, to create a mountainous, undulating, hilly, or rough terrain. When you've finished this level, you will be able to experiment with these techniques to create terrains very, very, quickly, for example:
I made this as a quick mock up of a possible game level, using only a Google Earth image and the sandbox tools. You can see the geometry in the next image. You can see that there are quite a lot of faces (polygons) in this square. A lot of them are unnecessary because, as you can see here, many of the surfaces are quite flat or smooth and could be defined with much less geometry than is the case here. You can head to Appendix A to find out how reduce the number of polygons with MeshLab.
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