All right, welcome back everyone, between videos, I did fix that issue where some of these brushes were a little off their z alignment. So that's all well and good. Now, we have our floor layout generally in place, where do we go from here? Well, this is gonna be a relatively short video, because I'm gonna just kind of generally give you some guidelines here. What I am intending on doing at this point in the gray boxing process, this is simply place of simple building structures around here. My idea for this level is that the user is traversing through somewhat of an urban environment, just shooting some targets that pop up all over the place.
Now we've got an idea as to how long the level is going to be. But we don't really have a sense of this sense of the scale of the place, like how big are these buildings and whatnot. So let's go ahead and try adding some geometry to represent buildings all around. So what I'm going to do is come over here and I'll start off in the perspective, that's fine. Left click drag out a copy here. And I am simply going to turn this into a building structure.
So I am going to raise up the z value here quite significantly, maybe something like 5000 that's probably way more than I want. Let's go to thousand. We'll start off with some smaller buildings. I kind of want this to be more of a slum like place. Even that's too high. I'm gonna go 1000 for right now.
Okay, move that in place, and I want these all to be hollow. So if I want to poke some holes in them, it will be easy to do that. So gonna make that hollow wall thickness of we'll say 20. Okay. And let's see, that's pretty good there. Why don't I just duplicate that alt, left click and drag and bring one of those over here.
And maybe We can even bring in alt, left click and drag. And I'm gonna make that be 3000 kind of move it behind our player. So are our players going to kind of start in this alleyway or something like that, if you will, right? Okay, and you can see how we can go about building structures all around the perimeter of our level layout here now not going to be building any structures, like buildings on top of our floor, this floor is intended to be our navigable space, that is the area that our character can walk or run between. Okay, so everything's gonna kind of be here in these gaps. So with that, I'm going to pause the video now and we'll come back to what I have when I've all kind of finished up again, I'm not going to be real thorough with this just enough to give you an idea.
So with that, I'm good. to pause the video now and I'll come back when I'm finished. All right, so after about 30 to 45 minutes here, this is what I have. Essentially I've placed a whole bunch of block buildings all around the perimeter of my level layout. I haven't gone ahead and poked in any holes in at the buildings but they are all hollow if I can do so if I wish. A few things to note here, I took a creative Liberty here's I was working and I decided to use a subtractive brush and put it right down the center of my level here that's going to be a river of sorts in time.
I then placed this additive brush down below so that my character for the time being anyways could actually step on it and hop back out so he could keep going on through the level. So just a quick fly through as to what I have here, just buildings of different sizes and shapes. Let me get you back to the beginning here. So we'll start up here, go through this pipe come on down. Here, there'll be some platforms and whatnot to help you cross this river. Come down here through this pipe.
There will be some platforms here that you need to navigate to get up in over this wall and back to get across this river channel up over to this wall, down through this pipe and then to the end of our level. Okay, so a few things of note here. I'm definitely missing some things in this gray box level. One is I don't have any identifiers as to where hazards or pickups are going to be. Again, I don't need to create those right away. I mean, I could use a chair mesh right here to represent a health pickup for example.
Number two, you can see this checkerboard material on everything that makes things pretty distracting and hard to decipher. The whole scale of the the level as well as just you know, kind of readability of the level. So I think we might do it. Next pass here is place some objects down to represent things like platforms and health pickups and hazards and that sort of thing. And maybe we'll just apply some simple materials to some of the buildings to be different from what we have for the floor just for the readability of the overall level. So anyways, that's gonna do it all for this one.
We'll see you guys in the next one.