Author: RoaringTide (page 17 of 17)

Colliders and Lightmapping UVs

Voila_Capture 2014-08-28_12-26-18_PMUntil now, in the interest of speed, the meshes created by Archimatix have been just meshes drawn to the screen. Now, when you release a handle or slider, GameObjects are created with colliders and lightmapping UVs added automatically.

Continue reading

First Steps: Using the Step Iterator

Stair 2014-07-09_07-12-54_PMAll of the images on this post were generated from the same parametric model. One can control the overall dimensions of height and run of the stair, as well as Continue reading

Equatorial Hall of Heroes

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This structure is made a column and rib iterated along a shape. The roof uses the same plan shape and a section profile, which is a modified version of the rib profile. Continue reading

Victorian Museum

Voila_Capture 2014-07-05_11-19-30_AM

 

Very typically these days, now that Archimatix is getting streamlined and addictive, I spent the better part of the afternoon playing with it and came up with this sort of Victorian museum type. I grunged up one with the help of Continue reading

Palladian Villa

Voila_Capture 2014-07-06_06-04-29_PMI got carried away again. Using Archimatix to create buildings is getting so addictive that modeling is starting to seriously cut into my coding time! Continue reading

Basilica Parts

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Today I am testing work flow by modeling a classical basilica arcade. There are two different assemblies: one that is centered in the bay, and another that is on the bay line. The Iterator should have two input meshes for the two types. Continue reading

Steampunk Made Easy!

While adding the new Combinator palette, I decided to go Steampunk with the help of some textures in the free set from Allegorithmic.

Steampunk1Steampunk 17

Hello, Archimatix!

In the early nineties I began harboring a dream.  “Someday,” I thought, “I will combine my experiences in architectural design, filmmaking, software development and game design to create powerful, parametric tools for for artists and developers to create architectural settings for their games.” While I have waded in here and there over the ensuing years (notice, I avoided the word decades!), making plugins for Softimage and Maya, other projects always took precedence.

Since 2008, I have been experimenting with both game development and customer editor coding in Unity and I find my development of Archimatix, a plugin soon to be made available for purchase in the Unity Asset Store, well on the way to becoming a comprehensive tool model building with the Unity editor.

In these posts, I will document the ongoing development of Archimatix and post as many images as I can!

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