1. Unity project can be big, get a good external drive with USB 3.0 like you did in EMSI
2. If you are working on your computer download and install the latest version of Unity
3. Download my template here, it contains some assets to play with. Import it in the project.
4 (optional). You can get a free version of Maya and Blender to modify the assets.
Here are some basic tutorials, in case you missed the class or forgot:
Using the Unity Interface – tutorials 1-6
Creating and assigning materials
In the template you’ll find some textured materials.
You can also find some here:
Free materials and textures from the asset store
Finding assets online
For the first exercise you’ll need to find some free 3d models online. The best type of files are FBX and OBJ. There are plenty of resource online, some of them are a bit sketchy. These ones are legit.
https://www.yobi3d.com/ (mostly models for 3d printing)
https://3dwarehouse.sketchup.com/?hl=en (really busted stuff, needs sketchup)
http://archive3d.net/ (mostly hi-res architectural 3ds)
Some models will not import properly
If they have a messy geometry, dark faces or holes, it’s probably best to find an alternative model
Textures and materials may look work, I recommend to change all the materials for this assignment.
Remember we are working in real time, we need low poly count models. What does it mean? It’s relative. For a character or prop, in anno domini 2018, the model on the right is much preferable:
Lighting in real time can be a huge topic and the subject of an entire class, we’ll cover the minimum necessary:
Don’t forget to keep the lighting panel open all the time.
Appendix: Maya to Unity basic workflow
Most FBX and OBJ assets will be imported automatically. If you are already familiar with maya and you want to create assets with it, here are some tips:
Unity can work with .mb files but it’s really an automated fbx conversion.
I recommend creating assets in a separate folder since deleting assets deletes the actual files and you may want to have backups and intermediate version as well.
My suggestion is to create a messy production folder outside of the Unity project.
Make sure you install and activate Maya’s fbx and 3ds import plugins.
The plugin manager is cunningly hidden in Windows > Settings/Preferences
The plugins are cryptically named: fbxmaya.mll and 3dsImport.mll check loaded and autoloaded
-File import > fbx
-Mesh > Optimize > Cleanup, especially non-manifold geometry, lamina faces
-UV mapping: modeling > UV > Automatic
-Use mesh > combine and separate to group and split objects that need to be manipulated independently (it really depends on the project)
-edit > delete by type > history
-(recommended) Select each of the objects and rename their transforms and/or mesh in the attribute editor
-move the pivot to the where you want it (usually touching ground). Select object, move tool > tool settings (double click on the move tool) > edit pivot > translate the pivot with the help of snap to grid or points
– Move the object you want to export to the center of the grid
– select the object and file > export selection as fbx to the Unity asset folder. If there are textures check “embed media”