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Painting the terrain textures

From: Unity 4.3 Essential Training

Video: Painting the terrain textures

When we're painting terrain, we have the I don't have a normal map for the moment, but When that goes on, I get terrain in, well, This looks like a good place to start to get some rock.

Painting the terrain textures

When we're painting terrain, we have the option of adding color, really at any point. We can rough out the terrain and then put in some color to see how it looks, starting out in gray, so we can really see how the model contours look. Or, we can start out with color and brush the terrain into it. It's up to you which way you'd like to proceed. I've chosen the first route here. Brushing in at least the general hills around the valley, and now I'll add in some basic dirt, and then brush on some cliff color. I'll start out my terrain by selecting, and I'll go over to the Brush tool.

As we can see, I have no terrain textures defined here in the Inspector. So I need to bring in some terrain textures. What I've done is to put in the Assets folder in the textures. A couple of cliffs, and some dirt. These are textures I created in Photoshop, using a combination of Custom brushes, lighting effects, some clouds here and there and a few other tricks up my sleeve. You can make your own fairly easily, and I highly encourage that. Unity does come with a couple of cliff textures and dirt. But remember that everybody has them.

So, craft your own work, and that way you can use it in your game, and really fine tune the look of your terrain to your world. There is two cliffs, cliff 1 and cliff 2. And they are slightly different color, one is a little darker, one is a little yellow and a little brighter. The dirt then is a rich red dirt, with just some slight variation. It will service my base color until I can get the cliffs on. With my terrain selected then, I'll click on the Edit Textures Button, and add Texture. In the add terrain, test, or dialog I can choose both a color and a normal for this terrain texture.

I'll click the Select button in the Texter, and in the Assets folder I'll browse down to pick Dirt. I don't have a normal map for the moment, but its easy enough to come back and add one in. What I will do is make this dirt texture bigger. Its uniform enough I don't mind it being pretty big on the world, and then I'll add detail at a smaller size. I'll put in the size at 50 by 50. And click the Add button. When that goes on, I get terrain in, well, dirt color, and I'm ready to get some cliffs in. I'll zoom in on one of the more vertical faces here.

This looks like a good place to start to get some rock. Right here, where my brush is highlighting, is nubbly enough, it really would support a rock texture well. I'll add in another one of my rock textures. I'll click Edit Textures button > Add Texture click Select, and pick Cliff1C. I'll make the size on this 30 by 30 and see how it looks. I'll click Add, and add in one more. They select when they're in blue, and so Edit Textures > Add Texture, and pick the other cliff.

Here's cliff two, and i'll put it in at the same size, 30 by 30, and I'll click Add. And now I've two different cliffs available and some dirt. What I'll do then is, keep my brush size fairly big, I'll try it around 80, keep the opacity up, maybe towards 50%, and raise up that target strength. These may be set to whatever default they were on or whatever you used last, so don't be afraid to push them around. Now I'll start brushing in those cliffs, spinning around so I can see.

I've got the cliffs selected here in blue. And as I brush, I get that texture. We can see in here, that the cliff is tiling. That, I’m getting a lot of repetition in it, and I probably need to raise up the size of that rock as well. I’ll undo those brush strokes. And in here, I'll lower the brush size and then, edit this texture. I’ll click Edit Textures and Edit Texture. And I'm going to make the size of this rock 50 by 50, and I'll see how it looks. Now I'll lower that opacity a bit, and that way, it blends over the dirt.

I'll brush in a little bit of cliff and it's working pretty nicely. At some point if I edit that texture and get rid of that dark rock that's tiling, it should look pretty good. But it's a good way to get in and really add some life in here by brushing that across. I'll put some rock in other places, letting some of my hills be rolling, and some of them be rock. Here's another good place for some clips, and I'll brush some rock into it. It's working nicely, although I could probably stand to have this be a little more vertical. We can always come back and start to sculpt things and flatten them if we need.

I'll pick my raise lower terrain brush. Switch over to a harder brush And see how it looks if I raise this up a bit, making those a little more vertical here. This should look a little better, and the paint flows right a long with it. Now I'll come back to my brush, pick the other cliff, pull back the opacity and very that color across. This way we can get the idea of veining and color in the rock. So far it seems to be working. I'll hit Play and see if I can tell. It works decently, although the fog is a little thick, and I don't have enough light.

But definitely the dark cliffs, and dark rock, and dark dirt, are making a difference. We can also tell that that fog is really too big. That it's really getting in there and just whiting out those hills. So I'll change it and test one more time. I'll go under Edit and Render Settings. And there's the linear fog in, in that fog color. What I'll do, is take this linear fog end out to oh, let's try 600 and see how it looks. I'll hit Play one more time, and run outside. This is a little better, but I still just have too much fog off in the distance.

I'll pause and bring this out to 1,500 on the linear fog end. There's also a fog density, and we can really take this down if we need. In that fog mode, we can say it's linear exponential. Or EXP two where it get's exponentially squared, gets very, very big very quick. I'll try it as linear and play one more time. Much better. I've got rolling brown hills ready for some trees and obviously some daylight. I can just see some variation back there in the fog where I painted in those cliffs, and the idea of that rock is really reading nicely.

I've good variation and density going in that fog. And when it's pulled back to be, perhaps not quite so thick, I get the idea of being surrounded by gentle rolling hills on this lake. I'll brush in some more rock on these cliffs. And very that color up. When you're brushing terrain, really try to make it vary. We don't need to see one texture over everything, unless we're dealing in of course a desert, where it's all one color sand, we could say. But outside of that, really add some color variation as a base, before your forest or your trees.

It'll really read nicely if you've got some rock and dirt color going on. And feel like things are organic, and natural, and random as they should be.

Show transcript

This video is part of

Image for Unity 4.3 Essential Training
Unity 4.3 Essential Training

78 video lessons · 10549 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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