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Interested in game making? Start in Unity—a game engine for mobile and desktop games and real-time simulations. Author Adam Crespi shows techniques used in game development with Unity and introduces the basics of scripting and game functionality. First, learn how to import models and textures, organize your project and hierarchies, and add terrain, water, and foliage. Next, Adam explores how to use lighting to bring the game to life, and add rendering, particles, and interactivity. The end result is a sample game with a lush environment, fully animated characters, and some basic interactive gameplay.
Lighting can really bring a game to life. Bad lighting can really make even terrific models and textures look terrible. And so we need to think of lighting as the final polish all the way through that can really make our environment sparkle. To start in my lighting, I'll consider the ambient light or general scene tone. Then I'll work through the other kind of lights. My sun, and finally my canned lights and other spots in the building. I'll begin by deleting my working lights and turning off my sun. I'll start out with my point lights. Selecting both of them by picking one and hitting control, and pressing delete.
Then I'll pick that spotlight that I had animated. I'm not sure if I'm going to keep it, so for the moment, I'll just turn down its intensity. Then I'll pick the sun, my directional light. And for this one I'll turn down the intensity as well. Now, I'm running in a gray world and I'll switch over to my scene view to see how it looks. I'll switch my view to textured and turn on the lighting. It's, well, ambient, as you'd expect. Everything is exactly ambiently lit with no other light sources. Now I'll choose Edit > Render Settings to look at my ambient light.
I had put in my ambient light earlier, a soft gray. I'll tune this up a little bit. This is supposed to be a warm lit scene with warm sun coming in, and I'm going to reinforce this with my ambient light. I'll swing the hue over into the thirty range or so and bring up saturation just a little bit, maybe four or five points. I'll leave the value low and this is just the general lighting in the scene, lighting up the dimly lit areas, adding a little bit of scene tone in.
There's different schools of thought in this. Some say you should use a complimentary light in the ambient. If your sunlight is warm in the oranges, your ambient light should be blue. However, I think that adds a little too much blue tone and hints fear into this scene. I'll show what it looks like just so you can see. When I crank over that hue into the blue range and pull up saturation a little bit, we do start to get a blue tone in the scene. This is neat but it'll mute down any warmth of the sun and add fear in the shadows. And I'm not sure I want to introduce that in the viewers mind.
So, I'll click on that ambient light and swing that hue back into the warm range. Now, if you're looking at this going, gee that's grey. Well, yes it is, but remember with lighting, a little goes a long way. And the way we want to think of our lighting is, it's a bunch of small pushes from a bunch on directions to get in a general area. It's not one giant move, such as cranking up the saturation to get the whole lighting right. That introduces, in this case, a, well a rusty orange in everything and mutes out any subtlety in the colors I've painted. So I'll make sure I back off the saturation keeping it very low. Let's say down in the 10 range here. And leave that hue in the 30's. It's a barely warm grey that adds a little bit of warmth in the general light in the scene, before I introduce in any practical lights.
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