Join Sue Blackman for an in-depth discussion in this video Manipulating textures, part of Unity 3D 3.5 Essential Training.
Before we can start tweaking the imported materials we need to investigate textures and how they are handled in Unity. Let's start by looking at the Cardboard Box object. I'm going to move the CompoundExtras back a little bit so it will be in the sun, and I'm going to zoom in as well. So opening my CompoundExtras, I'm going to double-click the Cardboard Box and get a nice view of it. When we select it we see its material at the bottom of the Inspector.
Let's click on the thumbnail, and that locates the texture in the Project view, and we'll go ahead and select it from there. In the Inspector we can see a preview of the texture as well as its various properties. Unity, let's us tweak several of them. Selecting the texture type will bring up the appropriate parameters, it also sets many properties according to the type selected. If you're feeling like a game texture guru you can select Advanced and set everything manually.
The others are nothing more than presets, we'll stick with texture. The next option is Alpha from Grayscale, before we try this let's check out the Preview window. This texture was a simple JPEG and had no Alpha channel. Now let's check Alpha from Grayscale and Apply. We can now toggle between the RGB version and the Alpha version. Obviously it doesn't make much sense for this texture, so let's uncheck it and click Apply again.
The next parameter is Wrap mode. Let's select the Sheet-Metal Rusty Object in the Scene view and track down its texture, Rusty panel. If we change Wrap from Repeat to Clamp and click Apply, we can see the pixels are stretched across the rest of the object. Let's set it back to Repeat and click Apply again.
Filter mode is how it goes between mipmaps. With mipmapping decreasingly smaller and blurrier versions are made and stored of the image, then used in the scene depending on how far away you are from the object. Scrub the slider in the Preview window to see the various versions. You won't see the actual size, but they will be base 2. So the first was to 256x256, the next was 128x128 then 64x64, 32x32, 16x16 et cetera.
Look at the Sheet Metal from an angle, the farther away it is the blurry it gets. The default Filter is Bilinear, so besides getting blurrier as it gets farther away, it also blurs the texture when the player gets very close. Aniso Level--Aniso is short for Anisotropic--allows you to increase texture quality when viewing the texture at a steep angle. If your floor and ground textures have a lot of artifacting going on, try increasing this, but use it sparingly it's a resource hog.
What's an artifact? Basically something that doesn't look like it belongs in the render. It may be some odd black pixels, or in this case, the ground might look sparkly as move through the scene. That's because the renderer can't decide what color to make each pixel from frame to frame. Aniso Level samples the area and comes up with a consistent color. And now the last section, let's select our Rustypanel again and go back to the Inspector. As a default, Unity compresses and changes the format internally on your textures unless told otherwise.
This means you can use Photoshop layers and files with abandon. Just as with meshes, as soon as you make changes in your image and save it from your Texture Editing Application, Unity updates its compressed version. If you're using the Advanced Texture Type, and let's switch to it for a minute, you can even specify which flavor of .dds compression you want, otherwise you only get a few choices. We'll switch back to Texture, and Apply.
One of the nicest features is the Max texture Size and the option to override on a per platform basis. Let's select the Sentry Gun and track down its texture. I'll click on its thumbnail, bring up the SentryGun texture, I rendered out my SentryGun texture at 1024x1024, which is overkill for the size and importance of the object. I can reduce it and see just how far it can go down with it. Since it's kind of splotchy by nature, I can take it down pretty far.
And I should zoom into my SentryGun and Apply first. At 64 it starts to look different, so I'll just set it to 256 and Apply, back to my SentryGun texture, 256 and Apply. And finally, if you want to edit your texture, double-clicking on it in the Project view or clicking the Open button will open it in your Default Texture editor.
- Understanding game and level design theory
- Organizing your project in Unity
- Creating and transforming objects
- Setting up the geometry
- Painting in terrain, textures, and trees
- Adjusting the render settings
- Importing terrains
- Creating a first-person controller
- Creating materials and shaders
- Lighting the game
- Working with cameras and multiple views
- Animating characters and assets
- Creating fire with particle systems
- Managing the GUI (graphical user interface)
Skill Level Beginner
Creating Urban Game Environments in 3ds Maxwith Adam Crespi5h 54m Intermediate
1. Exploring Unity 3D
2. Exploring the Terrain Editor
3. Creating the Environment
Publishing project settings3m 37s
4. Introducing Unity Scripting
5. In-Game Scripting
6. Working with GameObjects and Components
7. Exploring Prefabs
8. Using Imported Assets
9. Understanding Lighting
10. Keyframing Animation
11. Animating Skinned Meshes and Controlling Characters
12. Working with Cameras and Layers
13. Creating Game GUIs
14. Extra Techniques and Features
What's next1m 13s
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