Unity – Textures

In today’s lesson we looked at texturing objects in unity.

A vital thing to do is to use photoshop to make a black and white image for the bump map. This tells the program which pars should be raised and which should be sunken in the texture. I think that this wil be used quite heavily in my project as I would like to make some complex grooves in the furniture that could be completed using a texture bump map.

This black and white image can also be used to make an alpha channel for your texture, as you can see above. In second life we only used alpha channels to make things appear transparent in the game level. In unity you can do a lot more with the alpha channel.

On the left we have a simple bump map with a specular hint whereas on the right we have added in a colour to the bump map, which means you can control the texture a lot more, as you can see the tint only applies the bumped up area. How I can use this at the moment I am unsure, but hopefully I can add in some metallic areas to the futuristic design.

This is just a general alpha channel. Simply just makes the red part transparent. A thing to note with this is that when you create a new material for it you have to choose the correct shades for it, This is the box at the top of the inspector.

The last thing we did was make a reflection cubemap for the crate.

I think this is the one that I will probably use the most, although annabeth did say that you would have to import the images from Maya to achieve a realistic reflection of the surrounding environment – which will take time.

This is what the inspector should look like for the reflection map. You use a reflection bump diffuse, which needs a base – texture, a reflection cubemap, and a bump map.

Lastly, we had a quick look at how to import sound into the game engine. This was surprisingly easy to do, you just create an empty object, import the sound and drag and drop it into the inspector for the object. Here you can alter several areas of the sound.


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