Unity 4.3 Essential Training
Illustration by Mark Todd

Importing and configuring models and textures


Unity 4.3 Essential Training

with Adam Crespi

Video: Importing and configuring models and textures

In Unity, onnce we've imported in our FBX files, we I'll also check generate light map UVs.
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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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Watch the Online Video Course Unity 4.3 Essential Training
6h 49m Beginner Mar 10, 2014

Viewers: in countries Watching now:

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.

Topics include:
  • Designing the game
  • Creating and transforming objects
  • Importing and configuring models and textures
  • Setting properties in the Inspector
  • Creating the terrain geometry
  • Building materials and adding shaders
  • Creating GameObjects
  • Exploring physics
  • Animating objects
  • Lighting the scene
  • Creating 2D game elements
  • Adding special effects
3D + Animation Developer
Unity 3D Unity
Adam Crespi

Importing and configuring models and textures

In Unity, onnce we've imported in our FBX files, we need to do some configuring to make them part of prefabs. I'll select my 03_03 gallery FBX. These come in with a scale factor set for Maya's centimeters, a scale 0.01. This is an automatic compensation for leaving the linear units in Maya set to centimeters. And this way, things will scale up 100 times, so that they're the right size in the scene. Because we've exported out our meshes in meters, we can set this scale factor to one, and we'll have the right size.

I'll also check generate light map UVs. What this does in a mesh is generate a second set of UV coordinates that are automatically flattened and we can use this when we're baking the lighting or pre-calculating the lighting for our game. We have the option in here to import blend shapes and also to generate colliders. Blend shapes then, allow us to morph between different models or different states of a model from Maya and are particularly useful for facial animation for example. There's no blend shapes with these models so it doesn't really matter if I leave it off or on.

However, generating colliders is important. I'm going to make the choice here because this is such a complex model. Do not generate colliders automatically. Checking the generate colliders check box puts a mesh collider on using every polygon has a collider, and many of the objects in this gallery are much more efficiently well generated with a box collider, where we have the mesh looking correct, but the overall volume of what you can pass through or not is defined by a box or a cylinder or a capsule for example.

I'll scroll down and click apply, and then repeat this with the other three meshes I brought in. I've exported out each of the three walls, hex, stagger and waves, that we'll use as blocking walls that spring up when the player contacts a painting. With each of them set to a scale of one and light map UV is on, I'm ready to bring in my I'll go into the folder in the assets folder first to make sure I'm importing in the right place. Here in texters I have two ways of importing in the textures I'm going to use. You can import in single assets by right clicking and choosing import new asset.

Alternately you can copy and paste files into this directory. Simply using a file explorer and taking a bunch of pieces. I'll import in one texture asset, and then bring in a whole bunch more by simply copying and pasting. In the Import New Asset dialog, I've browsed into the Modernista assets folder in chapter three. This is my working Mya project I'm simply pulling pieces from. I'll go into source images, and this is where I put the textures I'm going to use. There's two sub directories here, art and building, that contain the respective textures for each section.

I'll go into the building textures, and there we can see the different building textures. Bricks, normals, waves, and so on. I'll pick BricksC. What I've done here in the naming, and this is an important point, in terms of organization, is to put a tag at the end of each name. This way, I know that BricksC, for example, is the color map for a brick. Screen CS denotes color and specularity and actually that specular does double duty as a cut out, so we get a perforated metal screen.

There's n for normal and n h for normal and height where I've tucked the height map in the alpha channel of that normal for parallax mapping. So, the brick really stands out in the wall, even if we're, tangent to it in the view. I've named all of my textures this way. So that, in looking in a directory, I have a very good idea of, which texture goes in what texture what part of a material. I'll click import, and those bricks will import in, and I will be able to deal with them in my inspector. The bricks have imported in and I can see in the inspector that they came in as a texture.

Their wrap mode is set to repeat and the filter mode or how do they blur close or in distance is set to bilinear. I've also got options available for Different kinds of compression and different platforms if I need. Finally, in the lower right of the UI, there's a preview window, where I can see its maximum size, how it's compressed and how big it is: .7 of a megabyte. I'll bring in the the rest of my textures this way, taking in all of them at once by copying and pasting into the textures folder and allowing unity to batch import all of those pieces.

Then I'll configure them for different platforms and different sizes and get ready to start authoring my game.

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