site still being worked on (there will be missing content)
sakrisoya is an island in the north of norway, it is a mountinas region of the north giving the island alot of vertical space.
engelsoy is island in north of Norway. its a flatter island with a small alpine forest and many beaches running along the coast
i like both of these for there style. it reminds me of American national parks and how cozy the forests are with the autumn colorsÂ
to build the island i will first place a slice of terrain. we can then use this to sculpt the shape of th island.Â
when working with the terrain we can paint textures on it to give it some life. we can do this by editing the paint layers. we will add materials to this tab and then select and paint as if we were painting a canvas.
we can now drop in tree prefabs to start building up a better environment. these trees are nested scenes.
a scene being anything. i imagen it as a separate room where you construct the object then your instancing it in the other room usually larger. you take basic components and then stack them up and up to create a basic object like a button then button interactivity then the buttons stand then the panel its on and then the playable environment
for the decorations I will take inspiration from the movies talked about before. for this i have landed on making a simple lantern and post. i will research how the lanterns are done and see if i can make something similar
these were taken from the hobbit home movie set
i imported the lamp from blender into unity
by creating a procedural sky box we can quickly change the look of the sky box at runtime.
we do this by getting the scenes environment and changing it to the new procedural sky box material we just created
in the scene environment settings we can change the fog settings to grey out far objects. whilst not the way fog actually works its an efficient way to give the same illusion
by adding in normal map we can make the terrain reflect light more realistically without rendering lots of geometry whilst still getting the same effect
firstly we will create a prefab. this is like a blueprint that we can later instance many times. prefabs allow us to create things you may find in a game and then reuse quickly.
all we are putting in this prefab is a particle emitter. we will emmit simple rain textures i made out of one pixel.
first we will create a new prefab this is like a box with all are rain stuff in we can then drag this into the scene
to start we will need to first install package manager. we can access this through the window drop down.
once the page is open you will need to select the dropdown in the top left and select Unity Registry. this will give a list off all the addons/packages that are unity made but not currently in the project. each is a toold for different types of projects. we will be selecting post processing for this.
now simply we will hit install and let unity do its thing as it sets it up for us.
we will now add the components to the camera. for now we will simply add them and then leave them
if the components do not apear when trying to add them. go back to the package management window and select post processing, uninstall it
no effects
distance blur
vignette, distance blur
color grading, vignette, distance blur
i went to the asset store and grabed a few buildings to place into our scene to make it look better
we will give a cube and animation making it go back and forth. then when the player lands on top we will make them a child of the platform so they move with it.
for my island i want multiple obstacles to overcome one is a broken bridge for this i will use blender geometry nodes to make the bridge whilst slow at first it is non destructive allowing me to take the curve and later change it
for my island i want multiple obstacles to overcome one is a broken bridge for this i will use blender geometry nodes to make the bridge whilst slow at first it is non destructive allowing me to take the curve and later change it
in unity i will snip and scetch the icometic view and then place this in blender. one placed i now simply draw where it is then import to unity and align it.
this lets me change it quickly in the future and makes it easier to generate
when building environments I have decided that using blenders geometry node system will work well as i can build a solution once but if I later bump into the issues of needing to re do it I wont have to re do it from scratch. it also allows me to use an ortho view of the bridge location in the engine and use that to draw the bridge. it allows me to quickly iterate.
blender geometry node logic
when building enviroments i have decided that using blenders geometry node system will work well as i can build a solution once but if i later bump into the issues of needing to re do it i wont have to re do it from scratch. it also allows me to use an ortho view of the bridge location in the engine and use that to draw the bridge. it allows me to quickly iterate.
this bush that I wanted to use didn't have the correct textures applied. i had to reapply all the LOD textures back on to the bush.
i first found the correct textures and then remapped them to the lods correctly and then updated the prefab with this new setup. this then updated all the bushes back to using the correct textures