{"id":1631,"date":"2021-09-28T14:59:46","date_gmt":"2021-09-28T14:59:46","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2021\/?page_id=1631"},"modified":"2021-11-18T16:01:26","modified_gmt":"2021-11-18T16:01:26","slug":"tools-mood-setting-and-asset-production-resources","status":"publish","type":"page","link":"https:\/\/mycours.es\/gamedesign2021\/tools-mood-setting-and-asset-production-resources\/","title":{"rendered":"Tools: material, lighting, and asset production resources"},"content":{"rendered":"<h2>Materials and Shaders<\/h2>\n<p><iframe loading=\"lazy\" title=\"Unity: materials and shaders\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/DGHhwqHZt0w?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p><strong>The video covers: intro to materials and shaders.<br \/>\n<a href=\"https:\/\/drive.google.com\/file\/d\/1hm8sPp-1RKAaPq-EOZgkLq3eHHObTLer\/view?usp=sharing\">Download the package with all the shaders and models.<\/a><\/strong><\/p>\n<p><strong>Some useful \u201clook-and-feel\u201d shaders<br \/>\n<\/strong>I recommend to stick to the default aka pre-built render pipeline unless you know what you are doing.<\/p>\n<p>Various retro shaders<br \/>\n<a href=\"https:\/\/github.com\/dsoft20\/psx_retroshader\">https:\/\/github.com\/dsoft20\/psx_retroshader<\/a><br \/>\n<a href=\"https:\/\/github.com\/keijiro\/KinoBinary\">https:\/\/github.com\/keijiro\/KinoBinary<\/a><br \/>\n<a href=\"https:\/\/alexanderameye.github.io\/pixelation.html\">https:\/\/alexanderameye.github.io\/pixelation.html<\/a><br \/>\n<a href=\"https:\/\/github.com\/Cyanilux\/URP_RetroCRTShader\">https:\/\/github.com\/Cyanilux\/URP_RetroCRTShader<\/a><br \/>\n<a href=\"https:\/\/github.com\/Kodrin\/URP-PSX\">https:\/\/github.com\/Kodrin\/URP-PSX<\/a><br \/>\n<a href=\"https:\/\/github.com\/oxysoft\/RetroSuite3D\">https:\/\/github.com\/oxysoft\/RetroSuite3D<\/a><\/p>\n<p>Outline shader<br \/>\n<a href=\"https:\/\/github.com\/IronWarrior\/UnityOutlineShader\">https:\/\/github.com\/IronWarrior\/UnityOutlineShader<\/a><br \/>\nMulti step toon shader<br \/>\n<a href=\"https:\/\/github.com\/IronWarrior\/UnityToonShader\">https:\/\/github.com\/IronWarrior\/UnityToonShader<\/a><br \/>\nSingle step toon shader<br \/>\n<a href=\"https:\/\/www.ronja-tutorials.com\/post\/031-single-step-toon\/\">https:\/\/www.ronja-tutorials.com\/post\/031-single-step-toon\/<\/a><br \/>\nJPG compression effect<br \/>\n<a href=\"https:\/\/github.com\/JanMalitschek\/JPEG-MP4-Compression-PostProcessing-Effect-for-Unity3D\">https:\/\/github.com\/JanMalitschek\/JPEG-MP4-Compression-PostProcessing-Effect-for-Unity3D<\/a><\/p>\n<p>Painterly effect, neon, silouhette shader<br \/>\n<a href=\"https:\/\/assetstore.unity.com\/packages\/vfx\/shaders\/fullscreen-camera-effects\/snapshot-shader-collection-146666\">https:\/\/assetstore.unity.com\/packages\/vfx\/shaders\/fullscreen-camera-effects\/snapshot-shader-collection-146666<\/a><\/p>\n<h2>Lighting<\/h2>\n<p>The light game objects are quite straighforward components to use.<br \/>\nHowever in a 3D engine the lighting depends on a variety of other factors such as:<\/p>\n<ul>\n<li><strong>Materials<\/strong>: they contain information like color, texture, and how they reflect light (or better, simulate light reflection). The logic that govern light reflection (and more) in a material is defined by scripts called <strong>shaders<\/strong>. Shader programming is hard but you can use and tweak existing shaders.<\/li>\n<li><strong>Textures<\/strong>: texture images are properties of the materials but their <em>mapping,<\/em> or how they wrap around meshes, depends on the model. Texture mapping is a complex process that can&#8217;t be done in Unity so we won&#8217;t talk about it. If a model comes with a texture properly mapped, you can try to modify the image in photoshop, but creating your own textures is beyond the scope of this class.<\/li>\n<li><strong>Ambient light and other global settings:<\/strong> they are a lot, and they are in the &#8220;lighting&#8221; panel. You should always keep it open next to the inspector (menu window &gt; rendering &gt; lighting settings). We&#8217;ll just look at the <strong>skybox<\/strong> and the <strong>fog.<\/strong> We will <strong>not<\/strong> get into baking lights and other rendering pipelines.<\/li>\n<\/ul>\n<p><a href=\"http:\/\/mycours.es\/ems2\/files\/2020\/10\/Screen-Shot-2018-10-29-at-4.32.46-PM-499x480-1.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter wp-image-2521\" src=\"http:\/\/mycours.es\/ems2\/files\/2020\/10\/Screen-Shot-2018-10-29-at-4.32.46-PM-499x480-1.png\" alt=\"\" width=\"208\" height=\"200\" \/><\/a><\/p>\n<ul>\n<li><strong>Post-processing effects<\/strong> &#8211; they are a bit like instagram filters applied to the image after it&#8217;s being rendered. Activating post-<a href=\"https:\/\/www.youtube.com\/watch?v=gaY0AC6AX5o&amp;ab_channel=JimmyVegas\">processing effects is a bit tricky<\/a> but the template I&#8217;m giving you should have them already set up. Just add the effects on the &#8220;Post Processing effects&#8221; object, activate each singleOne of the many tutorials covering lights<\/li>\n<\/ul>\n<p><iframe loading=\"lazy\" title=\"How to get rid of Unity default skybox look ! Unity Tutorial\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/f6zUot73-gg?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p>Intro to lighting, skyboxes, fog, Post-processing effects, and other general settings:<\/p>\n<p><iframe loading=\"lazy\" title=\"Unity: lights illumination and post processing\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/dTzitdmVYy0?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<h2>Lighting in 2D<\/h2>\n<p>Unity supports normal maps in 2D too!<\/p>\n<p><iframe loading=\"lazy\" title=\"2D Lights in Unity!\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/nkgGyO9VG54?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p><strong>3D modeling<\/strong><\/p>\n<p><iframe loading=\"lazy\" title=\"Unity: low poly styles\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/RupDlCUrxb4?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p><strong>The video covers a couple of non realistic styles and their relationship with materials.<\/strong><\/p>\n<p>Free or cheap 3D tools<\/p>\n<div class=\"content\">\n<p>Blender \u2013 the leading 3d creation suite<br \/>\n<a href=\"https:\/\/www.blender.org\/\">https:\/\/www.blender.org\/<\/a><\/p>\n<p>Sprytile \u2013 3d tiles in blender<br \/>\n<a href=\"https:\/\/jeiel.itch.io\/sprytile\">https:\/\/jeiel.itch.io\/sprytile<\/a><\/p>\n<p><a href=\"https:\/\/ephtracy.github.io\/\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-631\" src=\"http:\/\/mycours.es\/gamestudio2019\/files\/2019\/03\/snap2018-09-26-13-21-50.png\" alt=\"\" width=\"1887\" height=\"1038\" \/><\/a><\/p>\n<p>Magikavoxel \u2013 easy voxel modeling<br \/>\n<a href=\"https:\/\/ephtracy.github.io\/\">https:\/\/ephtracy.github.io\/<\/a><\/p>\n<p>Makehuman \u2013 realistic human generator<br \/>\n<a href=\"http:\/\/www.makehumancommunity.org\/\">http:\/\/www.makehumancommunity.org\/<\/a><\/p>\n<p>AwesomeBump \u2013 generates normal, height, etc maps from a single image<br \/>\n<a href=\"https:\/\/github.com\/kmkolasinski\/AwesomeBump\">https:\/\/github.com\/kmkolasinski\/AwesomeBump<\/a><\/p>\n<p>Meshmixer \u2013 mash up 3d models (warning: models may be too high poly)<br \/>\n<a href=\"https:\/\/www.meshmixer.com\/\">https:\/\/www.meshmixer.com\/<\/a><\/p>\n<p>Meshlab \u2013 Remeshing tool, especially to simplify and clean up photogrammetry models<br \/>\n<a href=\"https:\/\/www.meshlab.net\/\">https:\/\/www.meshlab.net\/<\/a><\/p>\n<p>Instant Meshes \u2013 Create a clean mesh from a high poly model<br \/>\n<a href=\"https:\/\/github.com\/wjakob\/instant-meshes\">https:\/\/github.com\/wjakob\/instant-meshes<\/a><\/p>\n<p>Terrain Party \u2013 height maps from real world terrain<br \/>\n<a href=\"http:\/\/terrain.party\/\">http:\/\/terrain.party\/<\/a><\/p>\n<p>Snappy Tree \u2013 Procedurally generate trees (not optimized)<br \/>\n<a href=\"http:\/\/www.snappytree.com\/\">http:\/\/www.snappytree.com\/<\/a><\/p>\n<p><a href=\"https:\/\/fernandoramallo.itch.io\/doodle-studio-95\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-628 size-full\" src=\"http:\/\/mycours.es\/gamestudio2019\/files\/2019\/03\/Y6hpI3.png\" alt=\"\" width=\"794\" height=\"468\" \/><\/a><\/p>\n<p><a href=\"https:\/\/fernandoramallo.itch.io\/doodle-studio-95\">Doodle Studio<\/a><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-627\" src=\"http:\/\/mycours.es\/gamestudio2019\/files\/2019\/03\/Screen-Shot-2019-03-22-at-12.01.17-AM.png\" alt=\"\" width=\"2434\" height=\"1136\" \/><\/p>\n<p><a href=\"https:\/\/spritestack.io\/\">Spritestack<\/a><\/p>\n<p><a href=\"https:\/\/www.sketchup.com\/\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-634 size-full\" src=\"http:\/\/mycours.es\/gamestudio2019\/files\/2019\/03\/Cunx2z6VUAINwqc.jpg\" alt=\"\" width=\"1200\" height=\"698\" \/><\/a><\/p>\n<p><a href=\"https:\/\/www.sketchup.com\/\">sketchup<\/a><\/p>\n<p><a href=\"https:\/\/blog.sketchup.com\/sketchupdate\/using-sketchup-and-unity-craft-stunning-game-environments\">Check out studio Oleomingus&#8217; work<\/a><\/p>\n<h2>2D<\/h2>\n<p>Piskel \u2013 pixel art drawing and animation<br \/>\n<a href=\"https:\/\/www.piskelapp.com\/\">https:\/\/www.piskelapp.com\/<\/a><\/p>\n<p>Pixelator \u2013 images to pixel art<br \/>\n<a href=\"https:\/\/ronenness.itch.io\/pixelator\">https:\/\/ronenness.itch.io\/pixelator<\/a><\/p>\n<p>Paint of Persia \u2013 pixel rotoscoping<br \/>\n<a href=\"https:\/\/dunin.itch.io\/ptop\">https:\/\/dunin.itch.io\/ptop<\/a><\/p>\n<p>TileSetter \u2013 tile set creator<br \/>\n<a href=\"https:\/\/www.tilesetter.org\/\">https:\/\/www.tilesetter.org\/<\/a><\/p>\n<p>Tiled \u2013 map editor<br \/>\n<a href=\"https:\/\/www.mapeditor.org\/\">https:\/\/www.mapeditor.org\/<\/a><\/p>\n<p>Ogmo \u2013 2D level editor<br \/>\n<a href=\"https:\/\/ogmo-editor-3.github.io\/\">https:\/\/ogmo-editor-3.github.io\/<\/a><\/p>\n<p><a href=\"https:\/\/lospec.com\/pixel-art-tutorials\">Pixelart tutorials collection<\/a><\/p>\n<p><a href=\"https:\/\/www.piskelapp.com\/\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-630 size-full\" src=\"http:\/\/mycours.es\/gamestudio2019\/files\/2019\/03\/Screen-Shot-2019-03-22-at-12.11.43-AM.png\" alt=\"\" width=\"1278\" height=\"794\" \/><\/a><br \/>\n<a href=\"https:\/\/www.piskelapp.com\/\">Piskel<\/a><\/p>\n<p><a href=\"https:\/\/www.aseprite.org\/\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-629 alignleft\" src=\"http:\/\/mycours.es\/gamestudio2019\/files\/2019\/03\/Screen-Shot-2019-03-22-at-12.10.23-AM.png\" alt=\"\" width=\"1700\" height=\"948\" \/><\/a><\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<\/div>\n<p>&nbsp;<\/p>\n<div class=\"content\">\n<p>&nbsp;<\/p>\n<p><a href=\"https:\/\/fernandoramallo.itch.io\/doodle-studio-95\">Aseprite<\/a><\/p>\n<p><a href=\"https:\/\/marmoset.co\/hexels\/\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-632 size-full\" src=\"http:\/\/mycours.es\/gamestudio2019\/files\/2019\/03\/etall_canyon_thumb.jpg\" alt=\"\" width=\"647\" height=\"647\" \/>Hexel<\/a><\/p>\n<\/div>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Materials and Shaders The video covers: intro to materials and shaders. Download the package with all the shaders and models. Some useful \u201clook-and-feel\u201d shaders I recommend to stick to the default aka pre-built render pipeline unless you know what you are doing. Various retro shaders https:\/\/github.com\/dsoft20\/psx_retroshader https:\/\/github.com\/keijiro\/KinoBinary https:\/\/alexanderameye.github.io\/pixelation.html https:\/\/github.com\/Cyanilux\/URP_RetroCRTShader https:\/\/github.com\/Kodrin\/URP-PSX https:\/\/github.com\/oxysoft\/RetroSuite3D Outline shader https:\/\/github.com\/IronWarrior\/UnityOutlineShader Multi &hellip; <a href=\"https:\/\/mycours.es\/gamedesign2021\/tools-mood-setting-and-asset-production-resources\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Tools: material, lighting, and asset production resources&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":14,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-1631","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/pages\/1631","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/comments?post=1631"}],"version-history":[{"count":4,"href":"https:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/pages\/1631\/revisions"}],"predecessor-version":[{"id":1636,"href":"https:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/pages\/1631\/revisions\/1636"}],"wp:attachment":[{"href":"https:\/\/mycours.es\/gamedesign2021\/wp-json\/wp\/v2\/media?parent=1631"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}