Dungeons+ Pack PBR VISIT FOR THE LATEST UPDATES, FORUMS, SCRIPT SAMPLES & MORE ASSETS.

Size: px
Start display at page:

Download "Dungeons+ Pack PBR VISIT FOR THE LATEST UPDATES, FORUMS, SCRIPT SAMPLES & MORE ASSETS."

Transcription

1 Dungeons+ Pack PBR VISIT FOR THE LATEST UPDATES, FORUMS, SCRIPT SAMPLES & MORE ASSETS. 1. INTRODUCTION 2. QUICK SET UP 3. PROCEDURAL VALUES 4. SCRIPTING 5. ANIMATIONS 6. LEVEL OF DETAIL 7. CHANGE LOG Please leave a rating & review for us at the Unity Asset Store! If you need support, us or write us on the forums, but an honest review of our package will help other developers make a decision to purchase this and support us as we make more killer assets.

2 IMPORTANT: WE SUGGEST YOU DO *NOT* PUT THIS PACKAGE INTO YOUR MAIN PROJECT DIRECTLY. INSTEAD, CREATE A NEW PROJECT (5.3.4 OR 5.4 WHEN AVAILABLE RECOMMENDED) WHERE YOU CAN CREATE ALL THE TEXTURES YOU D LIKE FOR THE OBJECTS YOU PLAN ON PUTTING INTO YOUR GAME. ONCE YOU VE CREATED THE TEXTURES & ATTACHED THEM TO YOUR PREFABS, EXPORT ALL YOUR PREFABS (WITH DEPENDENCIES) INTO A.UNITYPACKAGE FILE, AND IMPORT THAT INTO YOUR MAIN PROJECT.

3 1. Introduction Dungeon+ Pack PBR is a procedural PBR model set designed for video games developers. The procedural aspect means there are virtually unlimited looks you can give to the models, creating unique looks that no one else has. Physically Based Rendering means the look can appear hyper realistic. Due to all of this and the physical size of the package and it s many parts there is a little setup involved. It shouldn t take long and maybe it ll be quite fun, as you ll get to fine-tune the look of your character. In most cases the Quick Set Up section will be all that you need. If you re interested in knowing more about each of the values you re able to tweak, check out the Procedural Values section. For advanced users, if you re interested in scripting run time changes in the texture of the model, refer to the Scripting section. We plan on updating our assets periodically, so please check the Asset Store for available updates. * If you have upgraded from a previous version, please check the Change Log at the end of this document to make sure we haven t changed anything you rely on.

4 2. Quick Set Up This quick guide will work for most users, and does not allow for run time changes in the look of the textures. For videos, please visit our website at where you will find much more detailed examples. We highly suggest you create your maps in a new project. Our YouTube page has videos showing this process. Create Base Materials 1. In any new scene, create a cube or sphere or flat object. 2. Find our Base Material generators in Assets/SFBayStudios/SFB Base Materials/Material Generators/ 3. For each of the base materials ( BaseMarble etc), expand the arrow and drag the Procedural Material (circle icon), onto your primitive object. Select the material in the project view to load it in the inspector. 4. There are many options to choose from. Customize the materials to something you may wish to use in your scene. When you re ready to save the texture, select Export Material from the Windows menu. (Hot key available) 5. I personally like to dock this window in my view, as I ll be using it a lot. If the material you want to export isn t already featured in the top field, drag it in. 6. Give a general Group Name, such as Base Materials something descriptive that keeps things organized, as you may be producing hundreds of these. 7. In most cases you can remove the Emissive, and often the Height. However, I suggest keeping the heigh for now, and obviously keep the emissive if the base material is emissive itself. 8. Ensure that Set Normal Map Mode is NOT checked. 9. Check Merge With Group Name. If this is not checked, the system will create a 2nd folder with the group name you ve chosen followed by a number. 10. If you d like to give your base material a more descriptive name, check Override Material Name? and choose a custom name. Otherwise, it will be named BaseMarble etc with sequential numbering. For Base Materials, this is often fine. 11. If you ve already exported one look, you can share textures from previous exports by clicking the Copy Previous Group and choosing the previous group name. This is mostly used for textures which are meant to be used in game. The textures you are creating now will not be used directly in game, so you can ignore this. 12. Click the Export button. You ll find the new files in Assets/SFBayStudios/Exported Materials/ 13. Repeat this until you have a bunch of Base Materials that you want to use in your game. Get More Materials 1. Go to 2. If you have not already signed up, sign up and confirm your , and register the Dungeon+ Pack PBR with your receipt code from Unity.

5 3. You ll now be able to download dozens of Base Materials that you can use in your levels. Almost all are heavily customizable, and many have very cool, very unique looks. Choose a group of objects you want to work on. 1. Create a new project, and import the Dungeon+ package. 2. Open a demo Scene (Assets/SFBayStudios/SFB Demo Scenes/) that you d like to work on. Dungeon scenes are prefaced SFB Dun.Tex.Cre for Dungeon Texture Creation. Perhaps open the Foors Walls and Ceilings scene Base Material Palette 1. You ll find 6 objects in the scene called Base Material Palette with a type of material. These are prefabs, and will likely be empty or pure white or multiple colors. We will be populating them with the Base Materials you ve exported from the previous step. 2. Select one of the objects, and scroll to the bottom of the Inspector where you will find areas titled Custom Material#. Expand the first one. 3. Drag the maps exported earlier into the corresponding boxes. Do this for all of the materials you may wish to use in your game. This is the only time you will have to drag these in. 4. Scroll back up and check Enable Texture Modification from the Main section. 5. You should see your materials represented on the Palette objects in the scene. Be sure to Apply the changes to the prefab, so that changes are reflected in all Texture Creation scenes. Texture Creation Scene 1. Each Texture Creation scene has a small number of objects, usually grouped by type. We do this because one scene using all of our procedural materials at once will likely crash slower computers. Our materials are meant for editor customization and should not be used in game. 2. Each Object has a Procedural Material attached to it. Some objects have sub-meshes that allow for different materials (such as archways). Most materials start out with just a color ID map, while others (like Doors), will have pre-drawn textures you can use, or modify. 3. Select an object, perhaps one with multiple colors. Each color represents one section of the model, which you can apply a base material to. There are more options, and much much more you can do using all of the features of the material, but for now, we ll simply add base materials and leave it at that. 4. Select a CT2T object from the hierarchy that corresponds to the object you want to work on. If you re in the Floors Walls and Archways scene, try selecting the object CT2T - Archways. 5. Each row represents one section of the model, as written. The Palettes are pre-populated as the source materials. For each section, choose a source material and a source Texture. You can look at the Palette objects in the scene to remind yourself of which material is in which spot. If you d like to update just one section, click the Copy button to the right of that row. If you d like to copy all the sections of one material, click the green button at the bottom of that section. At the very bottom there is a big green button that will copy all of the materials at once.

6 6. This may take a few minutes. If you have Save Changes? option unchecked it will take less time, as Unity will not have to re-import the Procedural Materials. However, when you quit your updates may not have saved. This is fine for quick changes, but not for longer projects where you may want to come back and do more work on it. 7. When Unity is done, you ll see the changes in the scene view. You can now make fine-tune changes to each material if you d like, or change the Source Material & Texture. The single copy button is good for making changes to an individual section to see what works best. Mass Exporter 1. Each scene also contains a Mass Exporter object pre-populated with all the Procedural Materials featured in that scene. Click it to load it into the Inspector. 2. Choose a Group Name this is the folder all of your materials will be put into. Something descriptive is usually a good idea, and I personally like to separate this by style or level. I may use Demo #3, but perhaps Castle Frankenstein would be a good option as well, if the level in your game is called the same. 3. In most cases, Remove Emissive can be kept on, unless some of your textures include emissive options. Remove Height is up to you, but if you re unsure, don t select it. You can always delete those maps later. 4. Make sure Set Normal Map Mode is checked. The texture maps you re about to create are intended to be used in game, so normal maps need to be set to the proper mode. Best to do it now, rather than by hand later. 5. Click Merge With Group as well. Since we have separated the entire dungeon package into multiple scenes, this will ensure that the Procedural Materials from each Texture Creation scene will end up in the same folder in your project, well organized. 6. Finally, if you re making a 2nd version and you know you can share maps with a previous export, then enter the Previous Group Name and choose which maps to share. 7. Click Export, and wait. Depending on your system and how many Procedural Materials there are, this could take a while as Unity imports all of the files. 8. When done, you ll find all of your Materials, nicely named, in Assets/Exported Materials/[Group Name]/ 9. Be sure to choose the proper size and compression type for your textures. 10. There are many packages on the Asset Store that will combine textures into texture atlases. If you re looking to decrease draw calls, you may wish to look into those. * For more in depth instructions, please refer to the videos linked at

7 3. Procedural Values The included Run Time procedural materials are designed to be used in game. They start with SFB_RT_. You ll find some basic scripting guidelines here, but we encourage you to use the Forums on the Unity website if you have more questions, as we aren t the best coders. NOTE: Due to the multiple sub-meshes, these would have to be used, and updated in code, per material. However, they should all blend perfectly together. SFB_RT_TextureBlend: Use this to blend between two textures. It accepts two groups of exported maps, and has a float value to blend between the two. One potential use is to blend between a clean and damaged version of an object. Perhaps the more it is used, the more the Damaged version is shown. SFB_RT_DirectionalBlood: Bring in your ready-to-go texture maps, along with the Positional Map for the object (included in the package). Choose the direction appropriate for your object, and then you can code the material to update in script. This could be used to add blood to an object whenever it s used, and the blood can fade out over time. SFB_RT_TextureBlend Category Name ID Type Min,Max Description N/A Blend Amount blendamount Blend amount between Texture group 1 and Texture group 2. SFB_RT_SFX Category Name ID Type Min,Max Description Water Level SFXWaterLevel How much water Water Details SFXWaterDetails Details of the water Refraction SFXRefraction Refraction of the water. (Try 0 for an ooze look) Reflection SFXReflection Reflection amount Reflection Distance SFXReflectionDistance Reflection distance Flow Direction SFXFlowDirection Changes the direction the water appears to be flowing SFX Water Color SFXWaterColor Color Color of the water (clear = default) Ice SFXIce How much of the water has turned to ice? Water is required for this to work.

8 Category Name ID Type Min,Max Description Ice Details Snow Moss Moss Scale Moss Color SFXIceDetails SFXSnow SFXMoss SFXMossScale int (1,4) SFXMossColor Color Details of the ice Amount of snow Amount of moss Scale of the moss texture Color of the moss SFB_RT_DirectionalBlood Category Name ID Type Min,Max Description N/A Axis axis int (1,6) Which direction should be blood go? X, X-inverted, Y, Y- inverted, Z, Z-inverted Height bloodheight How high does the blood extend Level bloodlevel How thick is the blood, works in conjunction with height Blood Contrast bloodcontrast The contrast of the pattern Color bloodcolor Color() Color of the blood Roughness bloodroughness How reflective the blood is, suggested range

9 4. Scripting It s possible to change values during run time. We include a few versions of the material, some of which are optimized for common run-time options. In those cases, you ll likely want to bake maps for the base materials you plan on using (which do not change at run time), and use the optimized versions. This will speed up the changes in game. Please Note: We are not the best coders. There may be more ways of doing what we re doing, perhaps better ways. Please use the forums on our site and the Unity forums if you d like to discuss or ask the community about various ways of doing this. We are also using Unity Script because, simply, it s what we currently understand. Check out our demo scripts for more extensive examples. var substance : ProceduralMaterial; // Set an Int or a Float value substance.setproceduralfloat("grunge2volume", 0.5); // Set a Color value substance.setproceduralcolor("grunge2color", Color(1,1,1,1)); // Get a Vector2 value var currentoffset : Vector2 = substance.getproceduralvector("grunge2offset"); // Set a Vector2 value substance.setproceduralvector( Grunge2Offset", Vector2(currentOffset[0],currentOffset[1])); Note: Visit for tutorials and videos showing more things you can do with our work.

10 5. Animations Some of the objects, like doors, may or may not contain animations. At this point we haven t decided. But, they re easy to create. Refer to the Unity Documents if you need help.

11 6. Level Of Details Most of these objects do not include LODs, as they are pretty small already. If you d like to create some, please check out Simplygon, a package (FREE) in the Asset Store. We use that to create LODs for our characters, and highly recommend it for all of your LOD requirements.

12 7. Change Log v3 Demo3 available for download. Please update the package before installing the demo. Added Curved Stairs & More, a set of curved stairs with accompanying pieces Added new Brick Wall material generator (but name is misleading, does a hell of a lot more) v2 Added Copy This To That" editor script, making it easy to customize textures, using the new Texture Creation scenes Added a Mass Exporter that will export all of the textures into game-ready Standard Shader materials with a single click Added a Sewer floor set v1 Initial Version.

VISIT FOR THE LATEST UPDATES, FORUMS & MORE ASSETS.

VISIT  FOR THE LATEST UPDATES, FORUMS & MORE ASSETS. Gargoyle VISIT WWW.SFBAYSTUDIOS.COM FOR THE LATEST UPDATES, FORUMS & MORE ASSETS. 1. INTRODUCTION 2. QUICK SET UP 3. PROCEDURAL VALUES 4. SCRIPTING 5. ANIMATIONS 6. LEVEL OF DETAIL 7. CHANGE LOG 1. Introduction

More information

IAT 445 Lab 10. Special Topics in Unity. Lanz Singbeil

IAT 445 Lab 10. Special Topics in Unity. Lanz Singbeil IAT 445 Lab 10 Special Topics in Unity Special Topics in Unity We ll be briefly going over the following concepts. They are covered in more detail in your Watkins textbook: Setting up Fog Effects and a

More information

This allows you to choose convex or mesh colliders for you assets. Convex Collider true = Convex Collider. Convex Collider False = Mesh Collider.

This allows you to choose convex or mesh colliders for you assets. Convex Collider true = Convex Collider. Convex Collider False = Mesh Collider. AGF Asset Packager v. 0.4 (c) Axis Game Factory LLC Last Updated: 6/04/2014, By Matt McDonald. Compiled with: Unity 4.3.4. Download This tool may not work with Unity 4.5.0f6 ADDED: Convex Collider Toggle:

More information

Setting up A Basic Scene in Unity

Setting up A Basic Scene in Unity Setting up A Basic Scene in Unity So begins the first of this series of tutorials aimed at helping you gain the basic understanding of skills needed in Unity to develop a 3D game. As this is a programming

More information

Underwater Manager (Optional)

Underwater Manager (Optional) Underwater Shaders - Version 1.5 Thank you for purchasing Underwater Shaders! Underwater Manager (Optional) The Underwater Manager prefab can be dragged into your scene. It is a simple game object with

More information

3D Character Creation for the Unreal Game Engine Using Adobe Fuse

3D Character Creation for the Unreal Game Engine Using Adobe Fuse 3D Character Creation for the Unreal Game Engine Using Adobe Fuse Developed by: Gaming Research Integration for Learning Laboratory (GRILL ) DISTRIBUTION A: Approved for public release; distribution unlimited.

More information

Tutorial: Using the UUCS Crowd Simulation Plug-in for Unity

Tutorial: Using the UUCS Crowd Simulation Plug-in for Unity Tutorial: Using the UUCS Crowd Simulation Plug-in for Unity Introduction Version 1.1 - November 15, 2017 Authors: Dionysi Alexandridis, Simon Dirks, Wouter van Toll In this assignment, you will use the

More information

Google SketchUp/Unity Tutorial Basics

Google SketchUp/Unity Tutorial Basics Software used: Google SketchUp Unity Visual Studio Google SketchUp/Unity Tutorial Basics 1) In Google SketchUp, select and delete the man to create a blank scene. 2) Select the Lines tool and draw a square

More information

Pong in Unity a basic Intro

Pong in Unity a basic Intro This tutorial recreates the classic game Pong, for those unfamiliar with the game, shame on you what have you been doing, living under a rock?! Go google it. Go on. For those that now know the game, this

More information

3D Starfields for Unity

3D Starfields for Unity 3D Starfields for Unity Overview Getting started Quick-start prefab Examples Proper use Tweaking Starfield Scripts Random Starfield Object Starfield Infinite Starfield Effect Making your own Material Tweaks

More information

Auto Texture Tiling Tool

Auto Texture Tiling Tool Table of Contents Auto Texture Tiling Tool Version 1.77 Read Me 1. Basic Functionality...2 1.1 Usage...2 1.2 Unwrap Method...3 1.3 Mesh Baking...4 1.4 Prefabs...5 2. Gizmos and Editor Window...6 1.1 Offset...6

More information

Caustics - Mental Ray

Caustics - Mental Ray Caustics - Mental Ray (Working with real caustic generation) In this tutorial we are going to go over some advanced lighting techniques for creating realistic caustic effects. Caustics are the bent reflections

More information

Game Design Unity Workshop

Game Design Unity Workshop Game Design Unity Workshop Activity 1 Unity Overview Unity is a game engine with the ability to create 3d and 2d environments. Unity s prime focus is to allow for the quick creation of a game from freelance

More information

Actions and Graphs in Blender - Week 8

Actions and Graphs in Blender - Week 8 Actions and Graphs in Blender - Week 8 Sculpt Tool Sculpting tools in Blender are very easy to use and they will help you create interesting effects and model characters when working with animation and

More information

Auto Texture Tiling Tool

Auto Texture Tiling Tool Table of Contents Auto Texture Tiling Tool Version 1.80 Read Me 1. Basic Functionality...2 1.1 Usage...2 1.1.1 Dynamic Texture Tiling...2 1.1.2 Basic Texture Tiling...3 1.1.3 GameObject menu item...3 1.2

More information

A Tour of Photoshop Elements 8 What s what and what it does

A Tour of Photoshop Elements 8 What s what and what it does The Muvipix.com Guide to Photoshop Elements & Premiere Elements 8 Chapter 2 A Tour of Photoshop Elements 8 What s what and what it does Welcome to Photoshop Elements a terrific, affordable photo retouching

More information

Customizing DAZ Studio

Customizing DAZ Studio Customizing DAZ Studio This tutorial covers from the beginning customization options such as setting tabs to the more advanced options such as setting hot keys and altering the menu layout. Introduction:

More information

Mount Points Mount Points is a super simple tool for connecting objects together and managing those relationships.

Mount Points Mount Points is a super simple tool for connecting objects together and managing those relationships. Mount Points Mount Points is a super simple tool for connecting objects together and managing those relationships. With Mount Points, you can simply drag two objects together and when their mount points

More information

Interface. 2. Interface Adobe InDesign CS2 H O T

Interface. 2. Interface Adobe InDesign CS2 H O T 2. Interface Adobe InDesign CS2 H O T 2 Interface The Welcome Screen Interface Overview The Toolbox Toolbox Fly-Out Menus InDesign Palettes Collapsing and Grouping Palettes Moving and Resizing Docked or

More information

Basic Texturing Tutorial by Gary Wu

Basic Texturing Tutorial by Gary Wu Basic Texturing Tutorial by Gary Wu This tutorial will teach you how to use basic shaders as textures on your models. In this example, we will be using a pumpkin model. The first step assumes you have

More information

Damaging, Attacking and Interaction

Damaging, Attacking and Interaction Damaging, Attacking and Interaction In this tutorial we ll go through some ways to add damage, health and interaction to our scene, as always this isn t the only way, but it s the way I will show you.

More information

8K Earth, Moon and Mars Shaders Asset V Documentation

8K Earth, Moon and Mars Shaders Asset V Documentation 8K Earth, Moon and Mars Shaders Asset V0.3.3 Documentation Charles Pérois - 2015 Introduction 2 Table des matières 1. Introduction...3 2. Release Note...4 3. How to Use...5 1. Set the scene...5 1. Set

More information

Unity Animation. Objectives. Animation Overflow. Animation Clips and Animation View. Computer Graphics Section 2 ( )

Unity Animation. Objectives. Animation Overflow. Animation Clips and Animation View. Computer Graphics Section 2 ( ) Unity Animation Objectives How to animate and work with imported animations. Animation Overflow Unity s animation system is based on the concept of Animation Clips, which contain information about how

More information

Textures and UV Mapping in Blender

Textures and UV Mapping in Blender Textures and UV Mapping in Blender Categories : Uncategorised Date : 21st November 2017 1 / 25 (See below for an introduction to UV maps and unwrapping) Jim s Notes regarding Blender objects, the UV Editor

More information

8iUnityPlugin Documentation

8iUnityPlugin Documentation 8iUnityPlugin Documentation Release 0.4.0 8i Jun 08, 2017 Contents 1 What is the 8i Plugin? 3 2 Why are we doing it? 5 3 Supported Unity Versions and Platforms 7 i ii Welcome to the 8i Unity Alpha programme!

More information

Game Design From Concepts To Implementation

Game Design From Concepts To Implementation Game Design From Concepts To Implementation Giacomo Cappellini - g.cappellini@mixelweb.it Why Unity - Scheme Unity Editor + Scripting API (C#)! Unity API (C/C++)! Unity Core! Drivers / O.S. API! O.S.!

More information

Game Design Unity Workshop

Game Design Unity Workshop Game Design Unity Workshop Activity 4 Goals: - Creation of small world - Creation of character - Scripting of player movement and camera following Load up unity Build Object: Collisions in Unity Aim: Build

More information

Ambient Occlusion Pass

Ambient Occlusion Pass Ambient Occlusion Pass (Soft Shadows in the Nooks and Crannies to Replicate Photorealistic Lighting) In this tutorial we are going to go over some advanced lighting techniques for an Ambient Occlusion

More information

Pacman. you want to see how the maze was created, open the file named unity_pacman_create_maze.

Pacman. you want to see how the maze was created, open the file named unity_pacman_create_maze. Pacman Note: I have started this exercise for you so you do not have to make all of the box colliders. If you want to see how the maze was created, open the file named unity_pacman_create_maze. Adding

More information

COS 116 The Computational Universe Laboratory 10: Computer Graphics

COS 116 The Computational Universe Laboratory 10: Computer Graphics COS 116 The Computational Universe Laboratory 10: Computer Graphics As mentioned in lecture, computer graphics has four major parts: imaging, rendering, modeling, and animation. In this lab you will learn

More information

Workshop BOND UNIVERSITY. Bachelor of Interactive Multimedia and Design. Asteroids

Workshop BOND UNIVERSITY. Bachelor of Interactive Multimedia and Design. Asteroids Workshop BOND UNIVERSITY Bachelor of Interactive Multimedia and Design Asteroids FACULTY OF SOCIETY AND DESIGN Building an Asteroid Dodging Game Penny de Byl Faculty of Society and Design Bond University

More information

Adding a Trigger to a Unity Animation Method #2

Adding a Trigger to a Unity Animation Method #2 Adding a Trigger to a Unity Animation Method #2 Unity Version: 5.0 Adding the GameObjects In this example we will create two animation states for a single object in Unity with the Animation panel. Our

More information

Quick Start Guide to using Light Converse along with Pangolin LD2000 and BEYOND

Quick Start Guide to using Light Converse along with Pangolin LD2000 and BEYOND Quick Start Guide to using Light Converse along with Pangolin LD2000 and BEYOND First Steps Regardless of when or from whom you purchased Light Converse, we recommend you do the following steps before

More information

Tutorial: How to create Basic Trail Particles

Tutorial: How to create Basic Trail Particles Tutorial: How to create Basic Trail Particles This tutorial walks you through the steps to create Basic Trail Particles. At the end of the tutorial you will have a trail particles that move around in a

More information

ANIMATOR TIMELINE EDITOR FOR UNITY

ANIMATOR TIMELINE EDITOR FOR UNITY ANIMATOR Thanks for purchasing! This document contains a how-to guide and general information to help you get the most out of this product. Look here first for answers and to get started. What s New? v1.53

More information

Introduction to Digital Modelling and Animation in Design week 4 Textures

Introduction to Digital Modelling and Animation in Design week 4 Textures Introduction to Digital Modelling and Animation in Design week 4 Textures Thaleia Deniozou - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

More information

Chapter 9- Ray-Tracing

Chapter 9- Ray-Tracing Ray-tracing is used to produce mirrored and reflective surfaces. It is also being used to create transparency and refraction (bending of images through transparent surfaceslike a magnifying glass or a

More information

Airship Sub & Boat Tutorial. Made by King and Cheese

Airship Sub & Boat Tutorial. Made by King and Cheese Airship Sub & Boat Tutorial Made by King and Cheese Contents Introduction What you should already know 3 What you will learn 3 Let s start Opening up our scene 4 Adding some movement 5 Turning 8 Ascending

More information

4) Finish the spline here. To complete the spline, double click the last point or select the spline tool again.

4) Finish the spline here. To complete the spline, double click the last point or select the spline tool again. 1) Select the line tool 3) Move the cursor along the X direction (be careful to stay on the X axis alignment so that the line is perpendicular) and click for the second point of the line. Type 0.5 for

More information

Easy Decal Version Easy Decal. Operation Manual. &u - Assets

Easy Decal Version Easy Decal. Operation Manual. &u - Assets Easy Decal Operation Manual 1 All information provided in this document is subject to change without notice and does not represent a commitment on the part of &U ASSETS. The software described by this

More information

Beginning Paint 3D A Step by Step Tutorial. By Len Nasman

Beginning Paint 3D A Step by Step Tutorial. By Len Nasman A Step by Step Tutorial By Len Nasman Table of Contents Introduction... 3 The Paint 3D User Interface...4 Creating 2D Shapes...5 Drawing Lines with Paint 3D...6 Straight Lines...6 Multi-Point Curves...6

More information

Spell Casting Motion Pack 5/5/2017

Spell Casting Motion Pack 5/5/2017 The Spell Casting Motion pack requires the following: Motion Controller v2.49 or higher Mixamo s free Pro Magic Pack (using Y Bot) Importing and running without these assets will generate errors! Overview

More information

Flowmap Generator River Tutorial

Flowmap Generator River Tutorial Flowmap Generator River Tutorial Table of Contents First steps... 3 Preview Material Setup... 3 Creating a Generator... 5 Assign to preview material... 9 Fields... 10 Simulating... 11 Using the baked flowmap

More information

MEGACACHE DOCS. Introduction. Particle Simulations. Particle Exporters. Example Videos

MEGACACHE DOCS. Introduction. Particle Simulations. Particle Exporters. Example Videos MEGACACHE DOCS Introduction MegaCache is an editor extension of for the Unity game engine, it allows you to import cached animated mesh geometry regardless of the topology, vertex count, material use etc

More information

OFFICIAL DOCUMENTATION. Based on Suimono version Documentation last updated on 7/5/2016

OFFICIAL DOCUMENTATION. Based on Suimono version Documentation last updated on 7/5/2016 OFFICIAL DOCUMENTATION Based on Suimono version 2.1.2 Documentation last updated on 7/5/2016 TABLE OF CONTENTS OVERVIEW & INSTALLATION Introduction What s New & Getting Help Installation and Quick Start

More information

gltf 2.0: Status and Outlook

gltf 2.0: Status and Outlook gltf 2.0: Status and Outlook 31st July 2018 by Norbert Nopper (nopper@ux3d.io, @McNopper) Content Status (15 minutes) Outlook (35 minutes) Questions & Answers (10 minutes) Status gltf 2.0 What we currently

More information

Workshop BOND UNIVERSITY Bachelor of Interactive Multimedia and Design Beginner Game Dev Character Control Building a character animation controller.

Workshop BOND UNIVERSITY Bachelor of Interactive Multimedia and Design Beginner Game Dev Character Control Building a character animation controller. Workshop BOND UNIVERSITY Bachelor of Interactive Multimedia and Design Beginner Game Dev Character Control Building a character animation controller. FACULTY OF SOCIETY AND DESIGN Building a character

More information

Flowmap Generator Reference

Flowmap Generator Reference Flowmap Generator Reference Table of Contents Flowmap Overview... 3 What is a flowmap?... 3 Using a flowmap in a shader... 4 Performance... 4 Creating flowmaps by hand... 4 Creating flowmaps using Flowmap

More information

An Approach to Content Creation for Trainz

An Approach to Content Creation for Trainz An Approach to Content Creation for Trainz Paul Hobbs Part 6 GMax Basics (Updates and sample files available from http://www.44090digitalmodels.de) Page 1 of 18 Version 3 Index Foreward... 3 The Interface...

More information

COS 116 The Computational Universe Laboratory 10: Computer Graphics

COS 116 The Computational Universe Laboratory 10: Computer Graphics COS 116 The Computational Universe Laboratory 10: Computer Graphics As mentioned in lecture, computer graphics has four major parts: imaging, rendering, modeling, and animation. In this lab you will learn

More information

STEP 1: Download Unity

STEP 1: Download Unity STEP 1: Download Unity In order to download the Unity Editor, you need to create an account. There are three levels of Unity membership. For hobbyists, artists, and educators, The free version is satisfactory.

More information

Chart And Graph. Features. Features. Quick Start Folders of interest Bar Chart Pie Chart Graph Chart Legend

Chart And Graph. Features. Features. Quick Start Folders of interest Bar Chart Pie Chart Graph Chart Legend Chart And Graph Features Quick Start Folders of interest Bar Chart Pie Chart Graph Chart Legend Overview Bar Chart Canvas World Space Category settings Pie Chart canvas World Space Pie Category Graph Chart

More information

Game Design Unity Workshop

Game Design Unity Workshop Game Design Unity Workshop Activity 2 Goals: - Creation of small world - Creation of character - Scripting of player movement and camera following Load up unity Build Object: Mini World and basic Chase

More information

: Rendered background can show navigation mesh : Multi-level backgrounds, priority backgrounds and Z-ordering.

: Rendered background can show navigation mesh : Multi-level backgrounds, priority backgrounds and Z-ordering. Update history: 2017-04-13: Initial release on Marketplace for UE4.15. 2017-05-09: Rendered background can show navigation mesh. 2017-05-19: Multi-level backgrounds, priority backgrounds and Z-ordering.

More information

User Manual. Version 2.0

User Manual. Version 2.0 User Manual Version 2.0 Table of Contents Introduction Quick Start Inspector Explained FAQ Documentation Introduction Map ity allows you to use any real world locations by providing access to OpenStreetMap

More information

Turn your movie file into the homework folder on the server called Lights, Camera, Action.

Turn your movie file into the homework folder on the server called Lights, Camera, Action. CS32 W11 Homework 3: Due MONDAY, APRIL 18 Now let s put the ball in a world of your making and have some fun. Create a simple AND WE MEAN SIMPLE environment for one of your ball bounces. You will assign

More information

DAZ Page 1. DAZ3D to Unity (Objects and Clothing)

DAZ Page 1. DAZ3D to Unity (Objects and Clothing) DAZ Page 1 DAZ3D to Unity (Objects and Clothing) Saturday, June 20, 2015 1:30 PM DAZ is not the easiest to get from objects from DAZ to a game engine and be as optimized as possible. This document will

More information

Unity Scripting 4. CS 491 / DES 400 Crea.ve Coding. Computer Science

Unity Scripting 4. CS 491 / DES 400 Crea.ve Coding. Computer Science Unity Scripting 4 Unity Components overview Particle components Interaction Key and Button input Parenting CAVE2 Interaction Wand / Wanda VR Input Devices Project Organization Prefabs Instantiate Unity

More information

Chapter 23- UV Texture Mapping

Chapter 23- UV Texture Mapping Chapter 23- UV Texture Mapping Since games need to be able to process operations as fast as possible, traditional rendering techniques (specular, ray tracing reflections and refractions) cannot typically

More information

Mastering Truspace 7

Mastering Truspace 7 How to move your Truespace models in Dark Basic Pro by Vickie Eagle Welcome Dark Basic Users to the Vickie Eagle Truspace Tutorials, In this first tutorial we are going to build some basic landscape models

More information

Tutorial 4: Texture Mapping Techniques

Tutorial 4: Texture Mapping Techniques Tutorial 4: Texture Mapping Techniques Completion time 40 minutes In the previous tutorial we learned how to create materials, and how to assign texture maps to those materials. In this tutorial we will

More information

MAYA; AN INTRODUCTION TO MAYA; EndOfLine.info;

MAYA; AN INTRODUCTION TO MAYA; EndOfLine.info; MAYA; AN INTRODUCTION TO MAYA; EndOfLine.info; Maya is an intuitive modelling and animation software that relies on a different set of techniques and strategies than Rhinoceros. It is important to note

More information

Using Mapmaker s Toolkit. In this tutorial, you will learn the following basic elements of Mapmaker s Toolkit:

Using Mapmaker s Toolkit. In this tutorial, you will learn the following basic elements of Mapmaker s Toolkit: Using Mapmaker s Toolkit Mapmaker s Toolkit is a useful piece of software that allows you and your students to create customized physical, cultural and historical maps of hundreds of countries, states

More information

The first thing we ll need is some numbers. I m going to use the set of times and drug concentration levels in a patient s bloodstream given below.

The first thing we ll need is some numbers. I m going to use the set of times and drug concentration levels in a patient s bloodstream given below. Graphing in Excel featuring Excel 2007 1 A spreadsheet can be a powerful tool for analyzing and graphing data, but it works completely differently from the graphing calculator that you re used to. If you

More information

VEGETATION STUDIO FEATURES

VEGETATION STUDIO FEATURES VEGETATION STUDIO FEATURES We are happy to introduce Vegetation Studio, coming to Unity Asset Store this fall. Vegetation Studio is a vegetation placement and rendering system designed to replace the standard

More information

Chapter 19- Object Physics

Chapter 19- Object Physics Chapter 19- Object Physics Flowing water, fabric, things falling, and even a bouncing ball can be difficult to animate realistically using techniques we have already discussed. This is where Blender's

More information

Oso Toon Shader. Step 1: Flat Color

Oso Toon Shader. Step 1: Flat Color Oso Toon Shader By default the Oso Toon Shader has most of the same elements of standard Iray Uber Shader, that it is based on. However, there are some additional functions that allow OTS to do some dramatic

More information

Quick Setup Guide. Date: October 27, Document version: v 1.0.1

Quick Setup Guide. Date: October 27, Document version: v 1.0.1 Quick Setup Guide Date: October 27, 2016 Document version: v 1.0.1 Table of Contents 1. Overview... 3 2. Features... 3 3. ColorTracker library... 3 4. Integration with Unity3D... 3 Creating a simple color

More information

Using the History Palette Part 2 - Create & Convert Quick Scripts

Using the History Palette Part 2 - Create & Convert Quick Scripts Using the History Palette Part 2 - Create & Convert Quick Scripts By JP Kabala Quick Scripts are such a useful and intuitive new feature of the History Palette that it really is worth your while to take

More information

How to...create a Video VBOX Gauge in Inkscape. So you want to create your own gauge? How about a transparent background for those text elements?

How to...create a Video VBOX Gauge in Inkscape. So you want to create your own gauge? How about a transparent background for those text elements? BASIC GAUGE CREATION The Video VBox setup software is capable of using many different image formats for gauge backgrounds, static images, or logos, including Bitmaps, JPEGs, or PNG s. When the software

More information

Submerge Camera Shader

Submerge Camera Shader Submerge Camera Shader In this tutorial we are going to take a look at a simple scene with a swimming pool and a teapot and we will use the Mental Ray Camera shader called "Submerge" to change the look

More information

This lesson introduces Blender, covering the tools and concepts necessary to set up a minimal scene in virtual 3D space.

This lesson introduces Blender, covering the tools and concepts necessary to set up a minimal scene in virtual 3D space. 3D Modeling with Blender: 01. Blender Basics Overview This lesson introduces Blender, covering the tools and concepts necessary to set up a minimal scene in virtual 3D space. Concepts Covered Blender s

More information

Chapter 1- The Blender Interface

Chapter 1- The Blender Interface The Blender Screen When I first looked at Blender and read some tutorials I thought that this looked easy and made sense. After taking the program for a test run, I decided to forget about it for a while

More information

Learn to make desktop LE

Learn to make desktop LE HACKING WITH SWIFT COMPLETE TUTORIAL COURSE Learn to make desktop LE P apps with real-worldam S Swift projects REEPaul Hudson F Project 1 Storm Viewer Get started coding in Swift by making an image viewer

More information

Introduction. QuickStart and Demo Scenes. Support & Contact info. Thank you for purchasing!

Introduction. QuickStart and Demo Scenes. Support & Contact info. Thank you for purchasing! RELEASE NOTES V.4.1 / JUNE.2017 Contents Introduction... 3 QuickStart and Demo Scenes... 3 Support & Contact info... 3 How to use the asset in your project... 4 Custom Editor Properties... 4 Grid Configuration:...

More information

Basic Kismet Tutorial. An Unreal Development Kit Tutorial. Jesse Walter

Basic Kismet Tutorial. An Unreal Development Kit Tutorial. Jesse Walter Basic Kismet Tutorial An Unreal Development Kit Tutorial By Jesse Walter File name: UDK_ElevatorsB.docx Page 1 of 23 Purpose: The purpose of this document is to provide a written instructions creating

More information

BRYCE 5 Mini Tutorial

BRYCE 5 Mini Tutorial BRYCE 5 Mini Tutorial How to create Panoramic Caverns by David Brinnen January 2006 HTML Version by Hans-Rudolf Wernli Cavern (above) and Pano-Cavern (below) > Start up Bryce, select «Create» and click

More information

Tutorial: Overview. CHAPTER 2 Tutorial

Tutorial: Overview. CHAPTER 2 Tutorial 2 CHAPTER 2 Tutorial... Tutorial: Overview This tutorial steps you through the creation of a simple banner for a web page and shows how to actually put the movie on the web. The tutorial explains how to

More information

AR-media TUTORIALS IMPROVING REALISM AMBIENT OCCLUSION. (June, 2011)

AR-media TUTORIALS IMPROVING REALISM AMBIENT OCCLUSION. (June, 2011) AR-media TUTORIALS IMPROVING REALISM AMBIENT OCCLUSION (June, 2011) Copyright Copyright 2008/2011 Inglobe Technologies S.r.l. All rights reserved. No part of this publication may be reproduced, transmitted,

More information

Hardware and Software minimum specifications

Hardware and Software minimum specifications Introduction Unreal Engine 4 is the latest version of the Unreal games development software produced by Epic Games. This software is responsible for titles such as Unreal Tournament, Gears of War and Deus

More information

Terrain. Unity s Terrain editor islands topographical landscapes Mountains And more

Terrain. Unity s Terrain editor islands topographical landscapes Mountains And more Terrain Unity s Terrain editor islands topographical landscapes Mountains And more 12. Create a new Scene terrain and save it 13. GameObject > 3D Object > Terrain Textures Textures should be in the following

More information

8iUnityPlugin Documentation

8iUnityPlugin Documentation 8iUnityPlugin Documentation Release 0.4.0 8i Jul 18, 2017 Contents 1 What is the 8i Plugin? 3 2 Why are we doing it? 5 3 Supported Unity Versions and Platforms 7 4 Supported Unity Versions and Platforms

More information

CS248 Lecture 2 I NTRODUCTION TO U NITY. January 11 th, 2017

CS248 Lecture 2 I NTRODUCTION TO U NITY. January 11 th, 2017 CS248 Lecture 2 I NTRODUCTION TO U NITY January 11 th, 2017 Course Logistics Piazza Staff Email: cs248-win1617-staff@lists.stanford.edu SCPD Grading via Google Hangouts: cs248.winter2017@gmail.com Homework

More information

Pick up a book! 2. Is a reader on screen right now?! 3. Embedding Images! 3. As a Text Mesh! 4. Code Interfaces! 6. Creating a Skin! 7. Sources!

Pick up a book! 2. Is a reader on screen right now?! 3. Embedding Images! 3. As a Text Mesh! 4. Code Interfaces! 6. Creating a Skin! 7. Sources! Noble Reader Guide Noble Reader version 1.1 Hi, Toby here from Noble Muffins. This here is a paginating text kit. You give it a text; it ll lay it out on a skin. You can also use it as a fancy text mesh

More information

UV Mapping to avoid texture flaws and enable proper shading

UV Mapping to avoid texture flaws and enable proper shading UV Mapping to avoid texture flaws and enable proper shading Foreword: Throughout this tutorial I am going to be using Maya s built in UV Mapping utility, which I am going to base my projections on individual

More information

Unit 21 - Creating a Navigation Bar in Macromedia Fireworks

Unit 21 - Creating a Navigation Bar in Macromedia Fireworks Unit 21 - Creating a Navigation Bar in Macromedia Fireworks Items needed to complete the Navigation Bar: Unit 21 - House Style Unit 21 - Graphics Sketch Diagrams Document ------------------------------------------------------------------------------------------------

More information

This document should only be used with the Apple Macintosh version of Splosh.

This document should only be used with the Apple Macintosh version of Splosh. Splosh 1 Introduction Splosh is an easy to use art package that runs under both Microsoft Windows and the Macintosh Mac OS Classic or Mac OS X operating systems. It should however be noted that the Apple

More information

Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes

Blender Notes. Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes Blender Notes Introduction to Digital Modelling and Animation in Design Blender Tutorial - week 1 The Blender Interface and Basic Shapes Introduction Blender is a powerful modeling, animation and rendering

More information

textures not patterns

textures not patterns This tutorial will walk you through how to create a seamless texture in Photoshop. I created the tutorial using Photoshop CS2, but it should work almost exactly the same for most versions of Photoshop

More information

Locate it inside of your Class/DreamWeaver folders and open it up.

Locate it inside of your Class/DreamWeaver folders and open it up. Simple Rollovers A simple rollover graphic is one that changes somehow when the mouse rolls over it. The language used to write rollovers is JavaScript. Luckily for us, when we use DreamWeaver we don t

More information

Tutorial: Importing Animations into Geppetto

Tutorial: Importing Animations into Geppetto Tutorial: Importing Animations into Geppetto This tutorial walks you through the steps needed to import animations with Geppetto, including setting up the.chrparams file, the Skeleton List, and importing

More information

Lutheran High North Technology The Finder

Lutheran High North Technology  The Finder Lutheran High North Technology shanarussell@lutheranhighnorth.org www.lutheranhighnorth.org/technology The Finder Your Mac s filing system is called the finder. In this document, we will explore different

More information

On the Web sun.com/aboutsun/comm_invest STAROFFICE 8 DRAW

On the Web sun.com/aboutsun/comm_invest STAROFFICE 8 DRAW STAROFFICE 8 DRAW Graphics They say a picture is worth a thousand words. Pictures are often used along with our words for good reason. They help communicate our thoughts. They give extra information that

More information

Sliding and Rotating Objects. Appendix 1: Author s Notes

Sliding and Rotating Objects. Appendix 1: Author s Notes AnimationWorks User Guide AnimationWORKS Introduction Camera Paths Cameras Moving Objects Moving Object Paths Sliding and Rotating Objects Light Objects Class Visibility Objects Transparency Objects Appendix

More information

Blu Ray Burning in MZ280 Step 1 - Set Toast up to burn a Blu-ray Video Disc.

Blu Ray Burning in MZ280 Step 1 - Set Toast up to burn a Blu-ray Video Disc. Blu Ray Burning in MZ280 Step 1 - Set Toast up to burn a Blu-ray Video Disc. Open Toast. On the main screen, click the Video button in the upper-left portion of the screen, and select Blu-ray Video from

More information

3DS MAX to MARVELOUS DESIGNER WORKFLOW

3DS MAX to MARVELOUS DESIGNER WORKFLOW 3DS MAX to MARVELOUS DESIGNER WORKFLOW 1) OPEN RIGGED MODEL This document goes through all steps necessary to use Marvelous Designer (MD) as a cloth simulation tool for characters rigged, animated and

More information

Planets Earth, Mars and Moon Shaders Asset V Documentation (Unity 5 version)

Planets Earth, Mars and Moon Shaders Asset V Documentation (Unity 5 version) Planets Earth, Mars and Moon Shaders Asset V0.4.4 Documentation (Unity 5 version) Charles Pérois - 2015 Introduction 2 Table des matières 1. Introduction...3 2. Release Notes...4 3. How to Use...6 1. Set

More information

A-Z Object Creation in TSR Workshop V0.02. TSR Workshop: Step by step guide to creating your new object. Written by: Apple

A-Z Object Creation in TSR Workshop V0.02. TSR Workshop: Step by step guide to creating your new object. Written by: Apple A-Z Object Creation in TSR Workshop V0.02 TSR Workshop: Step by step guide to creating your new object Written by: Apple The Sims Resource A-Z Workshop: Introduction Welcome! Welcome to this guide to the

More information

Creating and Triggering Animations

Creating and Triggering Animations Creating and Triggering Animations 1. Download the zip file containing BraidGraphics and unzip. 2. Create a new Unity project names TestAnimation and set the 2D option. 3. Create the following folders

More information

SimTenero Particle Physics

SimTenero Particle Physics SimTenero Particle Physics Getting Started The heart of the particle system is the Emitter. This represents the point in space where particles will be created and contains all of the parameters that define

More information