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Is the final look of a model,in-game work done in a modeling software or inside unity?
Hello ,so this question is mostly directed to people, that have experience with the modeling and composing part of a game .As am fairly new, with all this game making experience, especially the modeling part,there is a heavy blur concerning some things about it. I managed in my free time to make a very simple 3d game, with 2 scenes the first 1 is a level the second one a boss, but before i go on and try to do more stuff and testing and implementing features i want to learn more about modeling and how to create decent looking visuals, in unity or my modeling software(blender).I have a model that i made it's just that it doesnt look "good" it's shitty actualy,it's the model uv mapped with a textured slapped to it.
So having said all that as background info ,i spent these days looking on custom shaders,lightmapping in unity ,in parallel with blender tuts for scene composing and assigning textures how to make them look realistic.The thing is...for example let's say i want that cartooney/shiny style visuals of the new Ratchet and clank.What is it that gives you this feel?
Is it making a good texture/normal map/bump map/whatever map?
Is it baking the texture properly into the object?
is it the use of custom shaders?
is it the use of light in the engine?
I am lost kinda in the workflow here as you can tell probably modeling>uvmapping>texturing>import to engine>polish-define?! Also i see sometimes people talking about using gpu settings or software of their gpu to affect the image? i realy don't know...Any, literaly any type of guideline or tip is welcomed and ty for it.
Use image effects like colour correction, tonemapping etc attached to your player camera. It will enhance the visuals in your game.
What makes a cake taste good? Is it the freshness of the ingredients, the combination of flavours used, the time and heat at which it was baked, or just a matter of personal taste? It's probably all of these things, and the same is true of your question.
It takes artistic skill, and years of practice, to create graphics as good as those found in AAA games. And the technology keeps changing: a UV-mapped unlit texture might have been acceptable on the Playstation, but players now expect complex, dynamic lighting, shadows, reflections...
I would actually disagree with @$$anonymous$$ - if you want to improve your modelling skills, do not put on any post-process corrections - these will mask any imperfections. Start one step at a time - just using a diffuse map and model to start with, and just keep practicing to get those as good as you can. Then add a normal map, to make the lighting more realistic. Again, just practice with diffuse + normal for a while - a talented artist can make these two look incredible on their own. Then add a specularity map to create more complex materials. Then ambient occlusion, etc. etc.
Be patient - it takes time to learn any new skill!
ty for your answers guys :D especially @tanoshimi constructive enough, you may be right i saw too much and i wanted too many of it. It's better to keep it down for now i rushed ahead of my current skills since i look for improvement too.
Answer by adammak · Jul 25, 2016 at 04:14 PM
@Thetrip I'm beginner just like you but can tell you that all you need to make your character look good is texture, normal, bump map too. Baking is used mostly to capture lightning on scene like this but you can bake your character to join materials to one texture and then use maps. I'm not into custom shaders but hey are used mostly for effects like liquids, glass, particles, cartoon, glowing etc. Dont consider my advice 100% accurate cause im noob. Hope it helped.