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Color correction can add the final polish to the game, adding a subtle overall unification in the color scheme. It helps us tint that color overall in the game. Applying a color to everything and bringing it all together. I'll use a color lookup table. And first what I'll do is take a screen capture of the game to then color adjust and apply those adjustment onto a special lookup table image, here in Unity. I'll press Play and go into my game take a screencap of it. Pressing Play and I'll go and look out the windows, or rather go over to the windows and look back through.
This gives me a pretty good representative image of the game. And I'll hit, Print Screen. Now I'll go over to Photoshop and paste in that image. Ultimately, depending on where you are, you can also make this window bigger and take a screen cap of it. The big deal is to get to see all of your game. As a note, what I've done here also is to reduce that outside fog even more, and change it back to a linear fog, so it's just a subtle coloration on the hills. I've pasted that screen capture into Photoshop, and I'll color correct it, and then record those color corrections, and apply them across to a color lookup image from Unity.
Here's how I'll make this work. What I'm going to do, is choose Window and Actions. And I'll record what I do as a new action. I don't really care how long it is. As long as I'm capturing what I'm doing. Alternately, if you know the sequence of what you are doing, you can save out things like hue and saturation adjustments, or brightness in contrast. But an action will work nicely. I'll click new action and I'll make a new action here called CC for color correction. I'll leave it in the default actions. And I'm not going to assign a hotkey to it.
I'll hit Record. And now I'll adjust this image. I'll choose Image > Adjustments and first I'll work on the Levels. In Levels for example, I'm going to swing around the mid-point and see what it does. Pushing that mid-point up to make the image just a little dimmer. And then playing with the output levels as well. Again, going a little bit darker. Then I'll work with the RGBs and hue and saturation. It's really up to you how you'd like to work this. You can work by master, by RGB, by levels, by curves, by, you take your pick.
I may even take this into a program such as Nuke. And play with the color correction there. Personally, I also work in Ion Fusion, and so I like to use the color correction in different programs to see what I'll get. We're just moving pixels around in an image, so it's perfectly fine to use whatever tool you like, as long as you can record it and apply it to the lookup table. What I'll do then, for example, is to take my blue tones and saturate them just a little bit, but then darken them down. I'll also take my yellows and push them up just a bit.
And that looks fairly reasonable. I'll click OK and this action is recording the whole time. Finally, I'll bring a little more contrast in. Choosing Image > Adjustments and Brightness and Contrast. Just bring the contrast up. Play with the brightness and see what I get. Bring it up just a touch. And declare victory. We could keep adjusting and tweaking it. It's really up to you how you'd like to be able to adjust this. If you'd like to do one more adjustment such as a hue saturation, and maybe swing the overall hue around, go for it.
For example, I'll add just the tiniest bit of warmth in. Maybe a negative 0.3. So it's just a little bit warmer overall, and click OK. Now I'll stop this recording, and I'll open up the lookup table from Unity. We've got a neutral 3D 16, and that's our color strip we're going to start with. We can also use a color correction ramp, but I'll color correct this one and load it in. This special image 256 by 16 has a series of gradience on it. What I'll do is open that up and then apply that action to it.
I'll apply my CC action by selecting it and pressing Play. There's a subtle change in the image and I'll save this out as a copy with a different name. I'm going to put this image in the same folder, in the sources textures folder, and calling it Modernista3D16 as a PNG file. I'll click Save and then I'll bring it into Unity. Here in Unity I'm ready to put my color correction on. I'll select my main camera on the first person controller and in the image effects scroll down and grab color correction LUT or look up table. We actually have three different color corrections available.
We can work by curves, there's an effect we can use if we'd like to get into scripting, and finally the look up. I prefer to use the lookup, personally because it lets me fine tune the color in an application that's really made for it, like Photoshop, and then, apply that across here in Unity. I'll drag that lookup table in. And then, go select that texture. I'll click on Select. And, in the assets, scroll down. And there's my Modernista3D16 color lookup table. Once it's selected, I'll hit Convert and Apply.
It's been converted and applied, and when I play the game, I'll actually see that coloration applied. I'll press Play and what we get in here, is that subtle gradation in color applied in the scene. It's a little deeper overall, a little more contrast, a little bit warmer. And a little bit hotter in the yellows. The blues are nice and rich. Whatever I've done in that color correction has been applied through here. It's a really neat way to work because it lets you take advantage of the tools in an application like Photoshop.
As I said before, I'll work in a compositing package sometime, with an even finer way of evaluating colors. Personally, I work in both the Foundry's new and Ion Fusion because I like the color correction software in there. But wherever you'd like to work is fine, simply get that image dialed in and record what you're doing, and then, apply it to that color correction lookup table. Then bring it in and apply that grating and color correction to your scene.
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