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Adding textures to a material

From: Unity 4.3 Essential Training

Video: Adding textures to a material

Textures are a giant component of materials in a game. Now, when I look at this scored concrete on the walkway, zooming in, we With that podium selected, I'll scroll down and there's my brick material.

Adding textures to a material

Textures are a giant component of materials in a game. Because we're limited in the shaders we have available. And what each platform will accommodate, we can really get some mileage and detail out of our textures we apply. Your shaders may range from a full parallax specular with a cubic reflection map, simulating materials that have bumps that stick out and a reflection. All the way down to a diffuse material, where it's just simply the main color in general light of that material. And it has to look, well, as real as possible.

It depends on the platform you're after. And so, we need to look at how to get our textures in. And what we can do with texture to make that material really pop out. I've got my scene open, and I'm going to put some textures in places that need them. I'll pick this podium first, podium 03. The podium on one of my buildings. All three podiums are fairly similar in their materials, and so change in one should change all of them. First, I'll work on the concrete smooth. This color is the default 50% gray of a lambert in Maya.

What I typically do for concrete is to take that hue into the warm yellows we'll call it, bring up the saturation just a touch, and I'll raise up the value just a little bit. I'll put these values in somewhere I can remember. Here's 40, 20 and 145, so it's easy to put in another place. Now, work on the concrete score. I'll scroll down and put that main color in. Here's 40, 20, 145. And now, I'm ready to get a texture in from the normal map.

There's a couple ways to get a texture into a material in Unity. In any slot where there's a texture available, you can click Select and browse into your assets folder to pick a texture. I'll scroll down and pick concrete scored n. A normal map at 512 square with a square pattern in it. Now, when I look at this scored concrete on the walkway, zooming in, we can see it's got a good score but has a consistent color in the concrete. Alternately, to get a texture in such as the height map in the alpha, we can drag a map in.

I'll work on the brick next. I'll jump over into the textures folder in my assets and from there I'll bring in that brick from the building folder. With that podium selected, I'll scroll down and there's my brick material. I'll take my brick's NH, brick's normal and height for parallax. And simply drag it right over into that height. Either way is acceptable. We can either drag textures in or select them. I'm going to make a new material called waves and I'll be using it later on one of my textured walls.

First, I'll go in my assets folder and into materials, right click, and create a new material. I'll call this new material Waves Wall. I'll change Waves Wall over from a diffuse to a bump specular. And now I'm going to get my textures in. But I'm going to search for them a little bit. I'll click the Select button to select for a texture. And up here in the Search field, I'll put in Wa. Unity will isolate down any textures whose names begin with Wa, and I can pick Wave C for color.

I can also do it with a normal map. Clicking Select, and typing in W, for example, and there's Waves N for normal. And then there's that Waves material. This is especially handy when you have lots of like named materials, or a list that's getting prohibitively long to look for. So keep in mind, when you're getting in your textures, there's any number of ways to pull it in. You can either drag or you can select. And you can filter down by name. And again, naming is very important because, as you've seen in the filter, it lets you find things. It's very reasonable in a game to have dozens of assets, if not hundreds.

So, concise naming and finding things easily will make your life a lot easier and make the authoring of your game go smoother.

Show transcript

This video is part of

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Unity 4.3 Essential Training

78 video lessons · 8098 viewers

Adam Crespi

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  1. 2m 57s
    1. Welcome
    2. What you should know before watching this course
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps

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