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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.
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