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Section 3 Introduction

Welcome to Section 3! Here Michael Introduces what you will be covering in this section.

(Unique Video Reference: 0_TX_UAC)

What Is A Texture?

  • Critical part of setting up a material.
  • Blender and Unity accept textures to define different parameters of a material.
  • A Texture is a map of the qualities of a surface.
  • Typically these maps are image files.

(Unique Video Reference: 1_TX_UAP)

Image Fundamentals

  • Images are information- a series of 1s and 0s
  • Image dimensions should be a power of two
  • Imagine a single pixel image
  • This image is 2^1 on both sides
  • 1 bit pixel- either black or white

(Unique Video Reference: 2_TX_UAP )

A Simple Texture

  • Many tools at our disposal, including pen and paper! (plus camera). GIMP/Photoshop/Paint!
  • Ideally the image’s resolution should be a power of 2 on both sides.
  • We’ll have a look at paint and discuss preview.

(Unique Video Reference: 3_TX_UAP)

UV Mapping

  • UV Mapping, is mapping the 2D Co-ordinates of an image onto a 3D Surface.
  • UV Unwrapping is getting the model ready.
  • There is no right or wrong, depends on the application and use.

(Unique Video Reference: 4_TX_UAP)

Normals

  • We will look at what a normal is
  • How we can see them in Blender
  • Turning on backface culling
  • Look at flat and smooth shading.

(Unique Video Reference: 5_TX_UAC)

Normal Maps

  • A Normal Map is a type of Bump Map.
  • We will generate a normal maps from one of our existing black and white images in Unity.
  • Each Texel of a normal map represents a deviation from the face normal.

(Unique Video Reference: 6_TX_UAP)

Height Maps

  • Height maps: grayscale images, with black being the lowest point and white the highest.
  • They can fake the occlusion of parts of geometry.
  • In Unity they require a texture to have been used before hand, otherwise no effect.

(Unique Video Reference: 7_TX_UAP)

Naming Conventions

  • Discuss why naming is important.
  • CamelCaseIsReallyUseful
  • Use_Underscores_Rather_Than_Spaces
  • Stick to your convention
  • Be flexible.

(Unique Video Reference: 8_TX_UAP)

Unwrapping A Model

  • Build a Simple model
  • Unwrap it, placing manual seams.
  • UV Unwrapping is an art itself! There is no right or wrong way.
  • There are ways that will distort or look worse.

(Unique Video Reference: 9_TX_UAP)

Mapping A Single Texture

  • Map a texture to our model.
  • Turn on tiling in Blender for a better appreciation of what is happening.
  • Save our files in the Unity assets folder.

(Unique Video Reference: 10_TX_UAP)

Mapping Multiple Textures

  • Map more than one image to a single model.
  • We’ll paint our own texture for this in Blender
  • Show you how to export a UV Map to paint in an external package.

(Unique Video Reference: 11_TX_UAP)

Presenting Your Model

In This Video…

  • Models look odd out of context
  • Build environment, either in Blender or Unity
  • Present you model in a better light.

(Unique Video Reference: 12_TX_UAP )

Section 3 Wrap Up

Michael and Ben Wrap up Section 3 of the 3D Model Mastery