In this course I am going to be showing you how to use Unity Pro builder to create a modular warehouse building.
Pro builder is a free 3D design package, much like Blender or Maya that you can use directly inside of Unity.
I will be taking you through the process of modelling and texturing individual modular items that can later be pieced together to build larger assets for your games.
I will be showing you a professional workflow for setting everything up from a blank scene through to a completed project.
Once we have built all of the modular objects I will then show you the process of snapping items together to build a final piece. Because the items are modular it means you can lay them out in any way you want. So you can build lots of different levels just using the same pieces.
We will then cover the process of baking light maps and adding post process effects to build a AAA quality scene.
By the end of this course you will be really confident using Pro builder and you will have developed the skills to go onto design your own 3D assets for your games directly in Unity.
So, why not enrol today and I look forward to seeing you in my course.
Creating games for mobile phones is very different than creating games for computers, they require a lot of optimisation techniques. In this course I am going to be covering those optimisation tips and techniques to optimise a game in Unity that is designed specifically for mobile phones and tablets.
We will be designing a Halloween themed shooting game that has an endless wave of enemies that gets faster with each increasing level. I will be showing you how to setup this project correctly, going through the Unity settings, I will be explaining what they do and how to customise for mobile devices.
Then we will begin creating the game, while using Unity profiler to check performance and look at ways to optimise for smooth gameplay and solid frames per second.
We will be focusing on items such as:
You don’t need any previous experience in coding as I will be taking you through the process step by step, showing you good practice for developing for mobiles.
By the end of this course you will have a fully working game that will easily reach 30 frames per second on older mobiles and 60 frames per second on newer devices, and that’s for both Android and IOS mobiles and tablets.
So why not enrol today and I look forward to seeing you in my course.
In this video I show you how you can use the decimator modifier in Blender to create Levels of Detail (LOD) for your 3D models. Then in Unity I show you how to setup and LOD group component that will optimise your 3D models for the Unity game environment.
Learn how to use Cinemachine, Animation Rigging, Unity Timeline and the Animator window to create animations in Unity
You will learn a wide variety of animation techniques and concepts in this course by completing four projects.
Project 1 – Monolith (Standard 3D Template)
We will be creating the surface of the moon, the earth and importing a spacestation to create a space fly through animated cut scene. We will be using several cameras and animating between them using Unity timeline. We will look at pacing and timing to get the imagery to match the pacing of background music.
We will be creating a photorealistic environment and importing a race track and race car to create a dynamic animated cut scene for a racing style game. The shots will be more dynamic and exciting and we will be creating these by using Cinemachine. We will be using virtual cameras and dolly cameras with tracks. We will be incorporating physics elements alongside keyframed animation. We will look at techniques for creating impressive slow motion effects. We will be blending between different post processing effects to create depth of field shots, lens flares and more, to give the animation a AAA quality feel to it.
We will setup a low poly desert scene with a cowboy shootout involving three cowboy characters. We will use the Animation rigging package to setup multiple constraints to control the cowboy characters using Inverse Kinematics (IK). We will incorporate Two bone IK, Position constraints, rotation constraints, look at, parent constraints and finger IK to create a fluid animation rig for each character to make it easy to make complex character animations. We will continue to use Cinemachine to create the shots that will tell a short story.
Project 4 – Blendshapes (Standard 3D Template)
Using a pre made character, we will create our own blend shapes for the face and clothes in Blender. We will then import the character and animations into Unity and assign the correct avatar. We will animate the character’s facial expressions and this time we will use the animator window to create a non linear structure of animations that are controlled by Parameters that are controlled by C# script. This will make the final animation more interactive.
You can complete the projects in any order you like to develop different skills.
By the end of this course you will have developed a wide range of skills and techniques that will improve your own animated cut scenes and animated movies using the Unity real time game engine.
Why not enrol today and I’ll look forward to seeing you in my course.