If you have been keeping up with the latest trends in the 3D world, you know that Physically Based Rendering/Shading is the new standard for many materials. Of course, it is still new, and for someone to simply switch over, there is very little documentation. Most of what is out there tells you to use the Substance Painter/Designer/Player to create these textures. A matter of fact, that is what you have to do if you download textures from GameTextures dot com; you use Substance Painter to convert their textures to be used in whatever platform you plan to use them. This method is fine if you are someone that uses textures from GameTextures, but if you’re someone that prefers to hand-paint your textures, like myself, this shit isn’t gonna fly. Soooooooooo, let’s look at how we get around this bs.
This isn’t much of a tutorial, or really informative article, but it was in fact something I thought at least warranted an update of sorts. The past couple days I have been working on moving assets from Blender to Unity, but I had a lot of questions unanswered, especially since Unity 5 was released. At the same time I was looking into PBR (Physically Based Rendering) to create some better textures for my assets. After catching up on some Unity documentation, I soon learned that Unity 5 was created to cater to PBR with their system PBS (Physically Based Shading).
Eventually, there will be a tutorial about exporting from Blender to Unity 5, as well as Baking your textures in Blender with Cycles specifically for Unity 5. These are the subjects that have always held me back on creating assets for Unity. It’s such a gray area, but it wasn’t until recently that I learned Unity plays very nice with Blender. Did you know you can put your .blend file in your Unity project folder, and it will import what it understands from the .blend file? What I’ve seen it import are models, materials, rigs, and who knows what else. How cool is that!?!
Anyways, expect lots of new cool content here soon, as well as those texture painting timelapses I talked about earlier. Once I know exactly what texture maps I need for Unity, I will be creating lots of them by hand, as well as with some cool side applications. Of course, that’s for another time. Anyways, I’m going to conclude this article with a list of the most awesome links visited today:
Khan Academy (Brushing up on Trig)