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Environment Project

Discussion in 'Made With Unity' started by cameron_hughes, Jun 22, 2014.

  1. cameron_hughes

    cameron_hughes

    Joined:
    Apr 14, 2014
    Posts:
    9
    Hey guys,

    Just finished up my personal project and wanted to share. I made all the shaders in shaderforge and used skyshop to light everything. I will have my scene breakdown soon.

    Feedback is always welcome. Thanks guys and take care.








     
    Last edited: Jun 23, 2014
  2. soapOD

    soapOD

    Joined:
    May 30, 2013
    Posts:
    7
    Nice work, man. Maybe it could use a little color grading to get a more cohesive look? I'm looking forward to seeing your breakdown, though - especially your Skyshop usage.
     
  3. hemzab

    hemzab

    Joined:
    Jun 22, 2014
    Posts:
    13
    Good very gool i love you work !
     
  4. DaveyD

    DaveyD

    Joined:
    May 7, 2013
    Posts:
    57
    Wow! That's amazing! :O
     
  5. cameron_hughes

    cameron_hughes

    Joined:
    Apr 14, 2014
    Posts:
    9
    Thanks for the kind words everyone! Yeah, SoapOD I'd agree with the color grading. Gonna be spending some time learning more color and painting theory/techniqs. This project kinda help show me what skills I need to work on.
     
  6. cameron_hughes

    cameron_hughes

    Joined:
    Apr 14, 2014
    Posts:
    9
    Loads of info, sorry in advance for all the big images and such. All textures were done a little bit differntly. A lot of them were started in Zbrush and taken to Ndo2/DDO for additional texturing and sent to CS6 to finish off before sending to Unity/Maya. All shaders being used are made in Shader forge and cube maps were generated form skyshop.



    Skybox:

    Creating the skybox consisted of creating my skybox painting in photoshop. I used a 4096 x 2048 canvas. When I was ready to set up the skybox in Unity Skyshop I converted the image in photopshop to a 32 Bit Channel (Image>Mode> 32 bit channel). Then saved the image out as a Radiance (HDR) image. From there it's only a matter of plugging in the image in skyshop and generating new cube map. Skyshop does all the tech heavy lifting for you.





    Textures:

    Here's the tillable textures I used throughout the scene. All textures were started in 2k format and shrunken down to 512 x 512 when exported to Unity. The gloss was saved in the spec's alpha channel. I often used a small noise normal map texture and tiled it about 20 times to add small detail.






    ShaderForge:

    Shader forge is something truely sent from the gods. Finally give unity artists a way of making awesome shaders the way udk has been doing for years. A lot of trial and error was needed to make the final shaders that are showcased in the project. A lot of set up in maya was needed for the shaders. I often would set up vertex colors to tell the where textures might scroll/fade/transition. Once I knew how I wanted things set up it was a very simple process of using the maya vertex paint tool to set things up exactly how I wanted them.



    Water/Stream Shader:

    The water shader was used in my waterfall/pond area. It has nodes to let you control water depth and speed. Side note, if you crank the refraction and stop the scrolling it makes a convening ice shader too ;)


    Puddle Shader:

    The puddle shader was easily the most troublesome one to make. It does not have true refractions but gives a pretty good look of a puddle. The puddles/spec/gloss are ran through an alpha map and the water scrolls only through that alpha map.



    Vertex Blending:

    For the vertex blending shader I set the colors to be red and green. I painted the vertexes in Maya to separate the 2 textures. I used 3 materials to have seamless blending between the sections.

     
  7. cameron_hughes

    cameron_hughes

    Joined:
    Apr 14, 2014
    Posts:
    9
    Cloud Shader:

    With the clouds I made a simple dome shape and painted out the vertex alphas on the boarder to have the texutres fade out. I can control the speed and direction of the cloud textures through the shader as well.



    Rock Shader:

    The Rock shader is pretty simple. I do have a detail normal map that is tiled many times to get a nice detail look when you get up close to it.




    Vegetation Shader:

    The vegetation shader is an edited version of the one that comes with shader forge. I just simply added a wind speed node and changed the vertex input to alpha for my preference. Depending on the amount of alpha in the vertex tells the model how much to move. i.e. 1 = a lot 0 = none.