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Manipulating textures

From: Unity 4.3 Essential Training

Video: Manipulating textures

Textures, as we know, are a major component of materials. Here's our wood flooring and those planks are just a little bit big.

Manipulating textures

Textures, as we know, are a major component of materials. And we can really get a lot of mileage out of them. And we also have a lot of control over how they're applied. And what they do in game and especially on each platform. I'm going to tile this wood flooring texture twice within its UV space. I want smaller boards in there. Because right now these are a little bit big and I think it would look better with smaller strip flooring. I'll select the podium object and there's its material, wood flooring. And in that wood flooring, in the texture I can choose Tiling and Offset.

I'll zoom in to get a closer look. Here's our wood flooring and those planks are just a little bit big. I'll change the tiling up to two by two. What this does it repeats that texture twice within whatever the UV mapping size is. In this case it was mapped at 144 square or 12 feet. It looks better. The planks are smaller and although I see more of the repetition. I think it'll go away when I have more walls, art and more light in the scene. Beyond simply changing how big a texture is when it's applied.

We have control within each texture over mip mapping. And how it filters depending on where we're looking at it. I'll select that wood flooring texture. And take a look at the texture in the inspector on it's own. In my Assets folder, I'll go into Textures. And in Textures, I'll go into building. And here in building, I'll pick Wood FlooringCS. Here's my wood flooring. I can see here's the color. And switching over to look at the Alpha, shows me the Alpha Channel. Right now this is simply tagged as a texture and the Filter mode is Bilinear, the Wrap mode is Repeat and the Alternate here is Clamp.

Changing from Repeat to Clamp clamps that texture. We can see where it was originally mapped once over there and then smears from there out. I'm going to leave it at repeat, that way I get the wood floor across the entire gallery. In the text or type, tagging it as a textor is just fine, it's a main color of the material. So, I don't need to mark it as a normal map or GUI text or something similar. Finally, I made an alpha for this texture in Photoshop. And, saved it as part of that file. So, I don't want to generate an alpha from a gray-scale necessarily, although we can, if you'd like, to save space.

We can do that if the texture will work. I'd like to leave it alone because I went through a bit of length to craft that shine. Now look at the Filter mode. Where this really comes into play, is when you're up close, what happens? Point filters tend to go fairly blocky. Bilinear tends to go blurry when you're up close to a texture. And Trilinear differentiates between the mip map levels. The levels of detail in the texture depending on the size we're seeing it. I'm going to leave it at Bilinear and that does a pretty good job all around with this texture.

The Aniso level, for us, is an important one, especially for things like floors. What it does is it takes a texture that we may see in a flat view like this. Where we're looking straight out and the texture is spreading away from us. And makes it sharper as we need. I'll crank up the aniso level. And we can really see that texture get sharp all the way out. I'll pull this back just a little bit so there's a little bit of blur and distance. But now the floor planks aren't unnaturally blurring as they spread away from us. Leaving the aniso level all the way down really blurs that out.

And in somewhere the texture is a lot softer looking that blur may be okay. But I'm going to pull that back up, because I want those planks to really read as part of that floor. That we can really see the distinct color variation across it. I'll click Apply. And for all of the textures, we can always look in our defaults and change for another platform. So if you're running in iPhone for example, or ios, you can override and play with the compression quality. And also play with the format and even spec a Mac size.

What this means, is you can say, well gee for a phone this texture will down res to 256 from 1024. So that way its not swamping the phone trying to display a wood floor. I'll turn that off and go back to my standalone. If we like to get deeper into texture we can also change the type over from Texture to Advanced. In Advanced, we have a lot more control over things like mip maps and import types. Some of the properties are the same, Alpha from grey scale and transparency.

But we also have the ability in here to say, let's make a cube map out of this to fake a reflection for example. It generates mip maps automatically. And what this lets me do is decide, as this is reducing in scale, how does it look. What kind of blur am I using to filter or blur those mip maps together? And what kind of color space are we working in? Most of the time, you can stay within the standard inspector for the texture. When we deal in Advanced, we need to get in and really fix something that's looking odd in distance or odd in different sizes.

We may also want to get in and change things around. Like for a skybox for example, where we'll change over from Repeat to Clamp. And really let that texture, well,clamp once and be totally bright, so our sky looks correct. For now, though, I'll leave this texture back at Texture and hit Apply. And I'm ready to adjust any other textures in the scene.

Show transcript

This video is part of

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Unity 4.3 Essential Training

78 video lessons · 14296 viewers

Adam Crespi

Expand all | Collapse all
  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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