Tuesday, April 28, 2009

Making your world.

I know last class was hard; this is a lot to take in, and remember, so I want to slow down the pace today and solve what didn't work from last class and show you a few things to help you on your terrain.
#1. I want us all to create a goal object inside cinema 4D - this goal object will be textured inside that C4D; the difference is we don't have to worry about normals and we are going to burn not only the light , but the textures as well
#2. Flowers: these will be created from Photoshop and then loaded up in Unity with an alpha channel; you will be able to place them down like trees in Unity.

GAME OBJECTS:
This is important for everyone-even if your still working on your Outpost. Let's first create an object in C4D-texture fully ad a light. Then go to"render" and "bake texture" should take a second, then go to "bake object" setting are as follows:
"ambient inclusion" - check
"illuminate" - check
"single texture" - check
"replace object" - check

open up the texture, delete "ambient" and "global," and load up "color." De lete all lighting and export your FBX.

Load this up in the game and then go to "inspector" then "shader" and load up "self-illuminating diffuse" (This will not look as good as if we loaded the texture up in Unity); for small objects this will work fine , and it's a few steps easier.






FLOWERS:
this will be hard for some of you who don't know Photoshop.

#1. open up PS and make a 512 by 512 square document, and draw a flower on a tranparent BG

#2. select the outside of the flower-goto "channels" under layers and hit "add spot color"

#3. Save it off-open it up in Unity-go to "terrain"-go to "flowers" in Inspector

#4. Load up "edit details"-then "grass texture" find flower-and apply




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