Welcome to Section 3! Here Michael Introduces what you will be covering in this section.
(Unique Video Reference: 0_TX_UAC)
- 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)
- 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 )
- 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, 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)
- 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)
- 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: 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)
- Discuss why naming is important.
- CamelCaseIsReallyUseful
- Use_Underscores_Rather_Than_Spaces
- Stick to your convention
- Be flexible.
(Unique Video Reference: 8_TX_UAP)
- 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)
- 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)
- 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)
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 )
Michael and Ben Wrap up Section 3 of the 3D Model Mastery