Triage’s combination of serious and jovial themes rely on juxtapositions between audio, visual and interactive designs drive home the game’s core aesthetic. One of our team members created a series of models for achieving our intended visual aesthetic. Triage required a voxelated set of models reminiscent of objects found in hospitals, matching the reality of a ‘real’ hospital with the light-heartedness of a 16-bit 2D game.

However, some of the models didn’t entirely hit our intended look, and needed revisions. The models themselves were created in 3DS Max, which made making revisions to static objects problematic, since 3DS Max has to be installed on every device I work on. I can’t install 3DS Max on every single one of my devices, and would prefer a solution that works with the applications I already use, and suits my own purposes. ProBuilder, a Unity plugin, provides the most suitable applications for Triage, allowing me to create basic static models from within the scene, and export them in formats that integrate easily with our setup.

I want to share with you how I re-created our cabinet design to match our ideal style:

Step 1: Creating a Cube

Make sure you can see the Pro-Builder window in Unity by opening it in the Tools -> ProCore -> ProBuilder Basic Window. Move the window to somewhere comfortable.

To create a cube, click on New Shape, and move it somewhere you can work. You can leave all of the modifiers at their defaults (1, 1, 1), and click build to create it.


Step 2: Taking Shape

For this cabinet, I want to have a recessed opening for the doors, where the handles come out to sit almost flush with the outer shape. For this, I will extrude the ‘front’ end of the shape (whichever end you are comfortable with) by 0.0, and resize it to allow a lip around the front of the cabinet:

Extrude by 0.0:



After resizing the extrusion to form a small lip, extrude the new face by -0.1:


Step 3: Getting a handle on things

To create the handles of the shape, I need to employ roughly the same steps as above. To begin with, I will extrude the recessed square by 0.0, and resize the horizontal axis to roughly half of the initial shape.

Extrude by 0.0 and reside to roughly half the original width:


Move the extruded shape to one side:


On each side, extrude by 0.0 once more, and resize and re-position to form both handles:


Finally, extrude both handles by 0.1:

2017-01-17-122017-01-17-14th sides will form the two ‘doors’ of the cabinet. For the handles, extrude once more by 0.0, and resize to roughly 0.1 X 0.2 to get a vertical rectangle. Extrude each handle by 0.1 to match the extension of the lip, and now you have a completed cabinet


Step 4: Exporting the Model

To export the mesh for use in Unity, go to Tools -> ProCore -> Export -> Export Asset. 


Within ProBuilder’s plugin directory, it will save the mesh and a prefab for the asset for immediate use within the scene


Wrap Up

The benefit of using ProBuilder is that you can easily circumvent issues with positioning and rotation that occasionally arise when bringing 3DS Max assets into Unity. The assets that you create in ProBuilder are ready for immediate use and require little to no effort in transferring them for use in a game. For someone with a limited skillset for 3D modelling, I can be more independent with my work, and won’t rely on a modeller for rudimentary static meshes.


Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s