Version: 1.0.1
Language : English
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Adding modules to the Unity Editor

Generation of Street Lighting Asset


  1. Getting the dimensions of street lightings.


    Specific Type General Specifications(m):
    Traffic Light Vertical Housing for 3 Lights (Red, Amber, Green):
    • Length: 0.2m
    • Breadth: 0.2m
    • Height: 0.6m
    Pole:
    • Radius: 2.29m
    • Height: 0.05m
    Color:
    • Grey
    Overhead Traffic Light Housing for 3 Lights (Red, Amber, Green):
    • Length: 0.9m
    • Breadth: 0.3m
    • Height: 0.3m
    Pole:
    • Radius: 0.05m
    • Height: 5.2m
    Color:
    • Grey
    Information gotten from LTA and SSO

  2. Open modelling software. Ensure that the correct dimension (mm or m) settings are selected.


  3. Select a street in modelling software to place street furniture in.
    If there is no street that you would like to reference to, create a new street. The new street can be created by creating a ground plane in one layer and work in 2D space (line with dimension of 2.2m for one lane) to 3D space (plane).


  4. Layer street with points and decide whether points are parallel or perpendicular to the street.
    For the spacing between points, it can be even or uneven (to be decided by the user).


  5. Create 2D outline for street furniture. Traffic lights have different components (lights, housing and pole).



  6. Work into 3D space by extruding the 2D shapes.



  7. Add realism to the 3D object by adding texture and color (under the material section in Rhino CAD software, where changes reflected in Rendered view).

    Then, orientate the furniture in the correct direction.
    Lastly, group the furniture in an assigned layer and place the street lights according to points in step 2 if multiple street lights are required.


  8. Group all objects.


  9. Move desired objects to (0,0,0) point in CAD software.


  10. Ensure saved views (named views for Rhinoceros) are deleted. Export objects into compatible file format for the digital environment (.fbx for Unity).


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Unity Hub
Adding modules to the Unity Editor