Unity Texture Time

So last Wednesday we got around to playing with the texturing abilities within Unity and I really find the texturing within Unity easier than Maya and other programs although I think I’m getting the hang on Maya a lot better this year after all the time spent with Second Life and things like those.

Here’s the website that we actually all got this texture off of, it was much easier to work on a single texture so we could all learn the same techniques. But I’m going to keep this also as a good reference for the future if I need textures or something a long those lines, you can’t ever have enough images for textures and reference.
http://www.dougturner.net/blendersite/wallt.html
So we started off with taking the texture into Photoshop and creating a cut out of the two-part of the texture we wanted to bump. This texture was fairly simple and all we needed to do was to make black squares on the four ‘panes’ and then make another in the middle with a larger white box underneath and making the rest of the texture white.

It did take me awhile to remember how to just import textures into Unity and such but I did look back onto my previous post.

With the second cube we needed to export the alpha channel in order to not affect the blacked out panes but just the frame work, to place it into Unity with the normal image texture above. Similar to the way we did it with Second Life, we just deleted the parts we didn’t want and then created an alpha channel with the left over area, which we then exported as a Targa file.

  

We could then move onto giving it a bit more ‘shiny-ness’ by adding a little bit of colour to the texture image, on the specular bump. Depending on the over colour of the texture, this can change the deception of what sort of material the object is as well as helping to add a certain effect.

Once again, similar to when we used Second Life, Unity and such software deal with transparent objects the same way, you just need to tell Unity that the new material you’re making is transparent.

 

We finally then moved onto creating a crate that was able to use a reflection cube map texture, this meant that it looked as though the object was shiny and reflecting the environment around it within its surface.

 

 

The reflection cubemap was a little more complex as you need the 6 images to cover each face of the cube and these images need to be able to connect in order to have a full 360 degree view of the surroundings to reflect. Luckily for us Unity already has the relevent images for the cubemap texture with each of its skybox textures. Once you have the images though, it’s just a case of dragging and dropping in the correct arrangement of the images and then place that cubemap texture in the middle spot of the shader.  Then fix the usual texture and bump map into the relevent spots.

 

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