Meshes
Verificado com a versão: 4
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Dificuldade: Principiante
An overview of what a 3D mesh is, how its made up, and how Unity represents them in the 3D world.


Meshes
Principiante Graphics
Transcrições
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3D Meshes.
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Scenes in Unity are created by
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using 3D or polygonal meshes.
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Polygonal meshes are the underpinnings
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of all games made in Unity.
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Whether it's a simple 2D game where the
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characters are attached to a simple plane,
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a complex particle system full of sprites,
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or a full 3D game with animated characters -
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that game will use meshes.
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All objects in our game, from a simple
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quad or basic plane, to a complex
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3D character or environmental geometry
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will be a polygonal mesh.
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Polygonal meshes, or simply meshes
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are created from very simple basic elements.
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Points and lines.
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The points are called Vertices
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or Verts for short.
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A single point is a Vertex.
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These define a point in 3D space.
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Between these points lines are drawn.
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These lines are called Edges.
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The edges create something called a Polygon.
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which in Unity will be a triangle.
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These polygons define the mesh of our object.
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The meshes used in Unity
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are not created in Unity.
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With the exception of the basic primitive
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shapes which are built in to Unity
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all of the meshes that we will be using
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need to be created in an external
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mesh modelling application.
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These mesh models, either created or
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purchased will need to be imported in to
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Unity for use in our scenes.
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See the Mesh Import lesson linked below.

Graphics
- Introduction to Lighting and Rendering
- Choosing a Lighting Technique
- The Precompute Process
- Choosing a Rendering Path
- Choosing a Color Space
- High Dynamic Range (HDR)
- Reflections
- Ambient Lighting
- Light Types
- Emissive Materials
- Light Probes
- Introduction to Precomputed Realtime GI
- Realtime Resolution
- Understanding Charts
- Starting the precompute process
- Probe lighting
- Unwrapping and Chart reduction
- Optimizing Unity's auto unwrapping
- Understanding Clusters
- Fine tuning with Lightmap Parameters
- Summary - Precomputed Realtime GI
- Lighting Overview
- Lights
- Materials
- The Standard Shader
- Textures
- Using Skyboxes
- A Gentle Introduction to Shaders
- Using detail textures for extra realism close-up
- Frame Debugger
- Where to Start?
- Preparing Unity Render Settings
- Lighting Strategy
- Modeling
- Standard Shader/Material PBS and texturing
- Lighting and Setup
- Understanding Post Process Features
- Dynamically Lit Objects
- Sample Project File
- Using Cameras
- Using Lights
- Fun with Lasers!
- The Particle System
- Cinematic Explosions - PIT
- Cinematic Composition - PIT
- Image Effects: Overview
- Fun with Explosions!
- Exploring the Blacksmith Environment
- Substance - Introduction
- Substance - Understanding PBR
- Substance - Working with PBR in Unity
- Substance - Using Substance materials in Unity
- Substance - Optimization for Substance materials
- Substance - Creating rock shapes
- Substance - Creating rock material, Pt 1
- Substance - Creating rock material, Pt 2
- Substance - Creating the dirt ground material
- Substance - Creating the rock ground material, Pt 1
- Substance - Creating the rock ground material, Pt 2
- Substance - Publishing the Substance
- Substance - Creating a blocking scene
- Substance - Creating the ground model
- Substance - Modelling the rock assets
- Substance - Texturing the upper body
- Substance - Exporting textures from Substance Painter
- Substance - Creating a scene in Unity, Pt 1
- Substance - Creating a scene in Unity, Pt 2
- Introduction and Goals
- Flame Particles Overview
- Particle Emission and Color
- Adding Movement To Particles With Noise
- Creating The Ember Particles
- Adding Lighting To Particles
- Creating Sparks With Particle Trails
- Particle Question and Answers
- Introduction and Goals
- Adding a Second Camera
- Adding Minimap Icons
- Render Textures and UI
- Adding A UI Mask and Border Image
- Questions and Answers
- Session Introduction
- Rendering In Unity
- Anatomy Of An Unlit Shader
- The Vertex Function
- The Fragment Function and Color Tint
- Making A Transparent Shader
- Displacing Vertices and Clipping Pixels
- Questions and Answers