My diffuse image is shaping up nicely, and now I'm ready to think about the…specularity and transparency for my gas station.…I need a couple of different things here to bring it across to game.…I've got a diffuse map and a normal map going.…I need to add in a Specular channel in some place and also define my transparency.…I'll take a look in Unity and see what I need to make, then go back to Photoshop…and see what I need to do.…I've got Unity opened in a completely blank project.…I haven't imported in any of the packages for controllers.…I'm going to make a new material just to look at what it needs here.…
I'll choose Create > Material.…The default material is just to diffuse;…all it has is an RGB base.…I've got a couple of different things I'm going to need.…The first is a Bumped Specular, and this'll help me on the walls, doors, et cetera.…So what I'll do is in the Alpha Channel, put the specularity.…What we can see here is that in the base RGB is the color and the glossiness is…in the Alpha, then I've got a separate slot here for a normal map.…
Author
Released
8/8/2012- Analyzing concept art for contours, texture, and shadow detail
- Blocking out the basic form of a building
- Modeling modular elements
- Planning for occlusion and texture stacking
- Creating the low-poly-count elements
- Planning a texture sheet
- Stacking UVs
- Transferring maps
- Baking occlusion and normal maps
- Drawing detail at the right size
- Painting layers of dirt and wear
- Adding lights and refining materials
Skill Level Intermediate
Duration
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Related Courses
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Game Character Creation in Maya
with Chris Reilly2h 58m Intermediate
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Introduction
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Welcome39s
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Using the exercise files1m 37s
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Setting up the workflow5m 45s
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1. Anatomy of a Low-Poly Model
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2. Modular Planning and Blocking
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What is a module?3m 15s
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Designing modular elements6m 29s
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3. Modeling Building Elements in High Detail
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Adding foundation elements8m 28s
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Improving building details5m 35s
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Building an island and a canopy12m 53s
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Constructing high-detail doors11m 39s
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4. Low-Poly-Count Elements
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Adding door elements7m 43s
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Building a roof4m 11s
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Modeling light-tight walls5m 14s
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5. Unwrapping the Elements
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Mapping UV projection types7m 33s
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Moving and sewing UVs7m 34s
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Planning a texture sheet10m 49s
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Stacking UVs9m 42s
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6. Transferring Maps
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7. Planning and Constructing Texture Sheets
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Drawing detail at the right size13m 22s
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8. Importing into the Game Editor and Testing
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Refining materials14m 22s
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Conclusion
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Next steps17s
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Video: Painting specular and transparent textures