wiki.sine.space | sinespace

Difference between revisions of "Creating A Shop"

From wiki.sine.space
Jump to: navigation, search
(Creating a shop)
Line 1: Line 1:
 +
__NOTOC__
 +
<div style="width: 962px; margin:0 auto; vertical-align: text-top;"> 
 +
 +
<table style="border-radius: 4px; background-color: #FFFFFF; border: solid 1px #0090ff; padding-left: 15px; padding-right: 15px; padding-bottom: 8px; padding-top: 12px;">
 +
<tr>
 +
<td>
 
==Retailing in space==
 
==Retailing in space==
  

Revision as of 07:12, 27 October 2016

Retailing in space

space for merchants

The space platform is designed to give creators the best tools for showing and selling their work.

This How To guide is based on the Mirage shop template which you can download and modify yourself from here LINK PENDING

We will cover;

  • Creating a shop
  • Vending machines
  • Virtual goods

Creating a shop

The Mirage region is built without using any 3D modelling or mesh creation tools at all. Everything in the region has been created with Unity or Photoshop. The region is approximately 90mb to upload and XX download for users. It runs in the desktop player, webgl and mobile/tablet.

Exterior

The Mirage shop template region has no terrain or water, there is a only a basic skybox.

The building

The walls and floors and all the interior props were built using basic primitive shapes in Unity. These can be added to your scene, sized and positioned using the Unity editor's standard gizmos. Nothing fancy is needed here. Once a building has been created, you can add materials to your objects, to combine textures and shaders and create detailed and attractive spaces.

Logos; simple text extrusion

The logo above the door was extruded from text using Photoshop and saved as an fbx file. You can also use Blender to do this.

Textures and materials

Unity offers a huge array of options for physical materials. You can buy cool materials and shaders in the Unity Asset Store; you can even create your own. The standard shader which will automatically be applied to any new material you create provides you with enormous power when it comes to creating the look and feel of your space. There is also glass panels, platic fittings and some leather stolls, which are all created using the Unity standard shader.

Mirrors

The region also has two mirrors, one in the entrance hall and one in the main store room. Details on how to create mirrors can be found here and here. It is worth noting that mirrors like these have almost no performance impact; Big mirrors like these will not cause lag in your regions.

Lighting and Reflections

The lighting in this scene is described in more detail in our How To Light Interiors.

(Baked and realtime lighting: Do I need to include this on this page?)

Vending Machines

The Mirage demo scene contains two types of vending machine;

  • Catalogue-Displays all virtual goods with a specific brand name that you define.
  • Preview- Displays a specific product in the preview window

Setting up these vending machines is described in more detail here and here.

NPCs

The Mirage demo scene contains three NPCs, each dressed wearing a skin that is also on sale in the store. Setting up NPCs is really simple in space and the process is described here and here.

Virtual Goods

Whatever products you are selling, from whole regions to clothes, accessories, furniture or gestures, all you need to do is add the virtual good component to each asset and upload it to the store.

Using the virtual goods component is described in more detail here and here.