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Unity 4.3 Essential Training
Illustration by Mark Todd

Tuning color for mood


From:

Unity 4.3 Essential Training

with Adam Crespi

Video: Tuning color for mood

Color correction can add the final polish to the Then I'll work with the RGBs and hue and saturation.
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  1. 2m 57s
    1. Welcome
      41s
    2. What you should know before watching this course
      52s
    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
      49s

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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
Subjects:
3D + Animation Developer Games Game Design Game Development
Software:
Unity 3D Unity
Author:
Adam Crespi

Tuning color for mood

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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