I produced a hightmap from a digital land model and placed it as a terrain into unity. How can I put an arial photograph on it?
Any hints are welcome!
Andreas
You can do this by using the terrain splatmap, in Unity i think it is called alphamap.
Doc available here: https://docs.unity3d.com/ScriptReference/TerrainData.html
Please note that one splatmap can only store 4 textures, so if your arial photograph contains more then 4 different texture types you will need to think in arrays of splatmaps.
If this method does not fit your needs then you need a projector or decal method, read about them.
Alternative way:
If you dont need any runtime magic, you can just add a texture, to your terrain, this texture will be your arial map, and basically fit this onto your terrain. But one texture on large terrains would produce quite bad results imo.
You can do this by generating a mesh procedurally, and setting the UVs according to the size of the image file.
Look up "procedural mesh UV unity"
Related
I want to use these cubes in my own game but I have literally no idea how he got them. Look at the cubes with the black outline, the walls the ground the roof, how do I get a cube with the outline like that. I know this is a stupid question but I have tried but I cant find out why.
Thanks in advance!
Those are not individual cubes.
Take as example one of the walls, probably it's a single cube (rectangular prism) for each wall, the trick is that it has a material with a texture applied to it and a normal map.
In simple words:
A texture is an image containing the colors the object has. In this case the blue color of the walls and the black lines simulating cubes.
A normal map is something like an image but it contains information about the "depth" of each pixel in the image. In this case it indicates that the black lines should be "deeper" than the rest of the image.
A material is the object that combines the texture with the normal map and along with other settings can tell the computer how exactly it should look like.
Of course this is only a very brief definition, if you want to know more about it I recommend you to read about: Materials, textures and shaders in Unity. There are some tutorials in Unity web page.
Use photoshop to create a single tile of each type of block and use it.
I'm struggling to find any simple/up to date tutorials on how to make my own skybox for Unity. I want the skybox to be cartoony/vector based so preferably I would like to make it in Adobe Illustrator.
How do I do this? Could anyone direct me to any tutorials? Also, are there any programs that allow you to upload an image that generates a skybox for you?
Thanks!
You may create a new "Skybox/6 Sided" material, and asing it instead the default skybox material. It's the same principle, a cube with 6 images that correspond to each side "front, back, up, down, left, right".
You have to generate a cubemap to have a skybox object, young padawan.
From the Unity Manual:
http://docs.unity3d.com/Manual/class-Cubemap.html
A Cubemap is a collection of six square textures that represent the reflections on an environment. The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back).
Cubemaps are often used to capture reflections or “surroundings” of objects; for example skyboxes and environment reflections often use cubemaps.
As visible in the attached image, when I apply a grass or ground texture to a plane, it all spreads around and looks like it is being stretched to fill the whole floor...
I cannot seem to find any settings that would address this. I have already triedx setting the wrap mode to repeat, according to this manual page...
Could someone please help me understand why this is caused and how I can fix it?
In the shader options you can change tiling on the X and Y direction. Greater tiling means more repeats of the texture on the plane. Tiling is defaulted to 1 when dragging a texture on which explains the stretched out look you got. For a fairly large plane try 100 by 100 or whatever fits.
To open the shader settings for the material you are using, select Forest Floor inside the inspector panel.
There is a tool on the asset store, the "Auto Texture Tiling Tool", which automates the process and has a ton of features for applying and tiling textures. It is way more useful than the Tile settings on materials. Since it is independent from shaders and materials, you can use the same materials with different tiling settings. Check it out here: https://assetstore.unity.com/packages/tools/utilities/auto-texture-tiling-tool-41613
I'm starting to use Maya to do some bone animations of a 2D character, which is composed of several different parts (legs, body, head, weapon, etc.). I have each part in a separate .PNG image file. Right now I have a polygon for each part, with its own material and texture:
I was wondering if there's a way to automatically combine the textures into an atlas, make all the polygons use the same material with the atlas, and correct their UV maps so they still point to the right part of the atlas. Right now, I can do it manually in reverse: I can make the atlas outside Maya with other tools, then use the atlas on a material and manually correct the UV maps of each polygon. But it's a very long process and if I need to change a texture, I have to do it all over again. So I was wondering if there's a way to automate it.
The reason why I'm trying to do this is to save draw calls in Unity. From what I understand, Unity can batch objects as long as they share the same material. So instead of having a draw call for each polygon in the character, I'd like to have a single draw call for the whole character. I'm pretty new to Maya, so any help would be greatly appreciated!
If you want to do the atlassing in Maya, you can do it by duplicating your mesh and using the Transfer Maps tool to bake all of the different meshes onto the duplicate as a single model. The steps would be:
1) Duplicate the mesh
2) Use UV layout to make sure that the duplicated mesh has no overlapping UVs (or only has them where appropriate, like mirrored pieces.
3) Use the Transfer Maps... tool to project the original mesh onto the new one, using the "Use topology" option to ensure that the projection is clean.
The end result should be that the new model has the same geometry and appearance as the original, but with all of it's textures combined onto a single sheet attached to a single material.
The limitation of this method is that some kinds of mesh (particularly meshes that self-intersect) may not project properly, leaving you to manually touch up the atlassed texture. As with any atlassing solution you will probably see some softening in the textures, since the atlas texture is not a pixel for pixel copy but rather a a projection, and thus a resampling.
You may find it more flexible to reprocess the character in Unity with a script or assetPostprocessor. Unity has a native texture atlassing function, documented here. Unity comes with a script for combining static meshes, but you'd need to implement your own; theres'a an example on the unity wiki that probably does what you want : http://wiki.unity3d.com/index.php?title=SkinnedMeshCombiner (Caveat: we do something similar to this at work, but I can't share it; I have not used the one in this link). FWIW Unity's native atlassing works only in rectangles, so it's not as memory efficient as something you could do for yourself.
I am working on game in unity in which i need some images to be placed on terrain as in the attached image yellow arrows and "P in blue circle" are rendered on surface in unity.
Any idea or method will be appreciated.
There's no built-in support for decals in Unity. You could just create separate gameObjects with transparent texture and place them above the terrain here, or use one of several packages for decals in Unity Asset Store, like this one. (I have only briefly tried it and can't say anything about it's quality).
I know it's an old topic - but for those who are still not satisfied:
I would recommend using Easy Decal.
It's a very powerful decal projector. It's easy to use and you can stick decals also on uneven surfaces like bumpy terrains.
You could try putting a plane with the texture aligned with the surface normal slightly above the surface. Or you could try an extension that does decals for you. This is what i found:
Decal System for Unity3D
As previously mentioned Easy decal is a good choice. It's easy to use, has extensive fuctionalities and you'll get a lot for your money. But if you need skinned decals there's no way around Decal System Pro by Edelweiss interactive. It's more expensive, but beside the skinned mesh support it also supports texture atlases which saves you draw calls.