Game Development Reference
In-Depth Information
Why Is It Awesome?
When we complete this chapter, we will know how to set up the export unit scale and
rotaion from 3D Studio Max to Unity, which will be the same scale from MAYA or other 3D
software. We will also be able to understand the basics of how to create our custom shader
and the custom lighing model by using the surface shader in Unity, which we will be able to
adapt to a more advanced shader in the future.
Your Hotshot Objectives
Since we are not shader programmers, and we just want to understand how the shader
programming in Unity works, we will go through four steps from exporing our character
from 3D Studio Max to creaing a custom shader in Unity, as follows:
1. Exporing FBX from 3D Studio Max.
2. Shader programming—Diffuse and bump (normal) map.
3. Shader programming—Ambient and specular light.
4. Shader programming—Rim light and toon ramp.
Mission Checklist
First, we need a 3D character model with all the textures included. So, browse to
http://www.packtpub.com/support?nid=8267 and download the Chapter3.zip
package; unzip it and we will see the 3DSMax folder and Chapter3.unitypackage file.)
The 3DSMax folder will contain the 3D Studio Max file that we will only use in the first step
and the Chapter3.unitypackage file will contain all the assets (FBX file exported from 3D
Studio Max, textures, and scene) that we will use for this chapter.
If you already know how to export an FBX file from 3D Studio Max, use a Mac
or other 3D software, or if you don't have 3D Studio Max installed, we can
skip the Exporing FBX from 3D Studio Max step and go to the Diffuse and
bump (normal) map step, right away. (The FBX file that was exported from 3D
Studio Max is already included in the Chapter3.unitypackage file.)
 
Search WWH ::




Custom Search