Game Development Reference
In-Depth Information
Why?
It's fun to actually walk around the space. However, notice that everything
is looking really flat. This is mostly because the scene has yet to be lit, which
will add all sorts of important dimension to the scene. However, this can
provide a quick “feel” for the scene, and help track down any problem areas.
Step 12: Adjust the Ambient Light. Because the scene is too dark to see,
temporarily make everything brighter. Select Edit>Render Settings. Click
the long gray color swatch next to Ambient Light. In the Color Picker that
comes up next, choose a much lighter gray and watch as the scene lights
up ( Figure 5.10 ).
Figure 5.10 Increasing the Ambient
Light to better view the scene.
Why?
Ambient light generally is a bad idea in 3D. It is light that comes from
everywhere and nowhere. Ironically, it will make the scene look as flat as
it did before it was turned up, but the textures will be visible, and that's
what is important at this point. Later, the Ambient Light settings will be
adjusted again when the scene is appropriately lit.
Step 13: Inspect the scene again. Press the Play button again and walk
around the scene. After having fun moving through the scene, take some
time to look carefully at the textures and the geometry and look for problems.
Figure 5.11 shows an area of the level that is indeed problematic—the texture
on that stone wall is such low resolution that it simply does not hold up.
Why?
The textures seemed to look fine in Maya—what gives? Well, in Maya
remember that most of the textures were built at 2048×2048. Unity
attempts to help its users streamline their games by automatically
downsampling imported textures to no bigger than 1024×1024.
Sometimes this works great and it is difficult to tell the difference between
the textures in Maya and Unity. However, sometimes, this downsampling
causes some problems and the textures need to be upsampled again.
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