Slow Design "Hidden Stream" | Environment Design | Level Art | Slow Level Design | Unity | HDRP
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- čas přidán 11. 09. 2024
- Hi:) This time I have prepared for you a slow design of the last scene that appeared on the channel. As usual, in these types of videos, I tried not to cut anything so that you can see that often, when creating a terrain, many small mistakes are made that are not visible in speed design video:) Have a nice week:)
- during premiere, I will be available in the chat, so if you have any questions, feel free to write :)
⭐By buying this assets you support the channel :)
►[HDRP] Day/Night Cycle: assetstore.uni...
►Drag&Drop Volumes: assetstore.uni...
Slow Design "Hidden Stream" | Environment Design | Level Art | Slow Level Design | Unity | HDRP
📝 Assets used in this video:
►Castle Valley Collection 1 (HDRP): assetstore.uni...
►Mountain Environment - Dynamic Nature: assetstore.uni...
🎵 Music from:
Uppbeat: uppbeat.io/?re...
⏳ Scene creation time: 4H
🎬Timeline:
Soon...
#unity #hdrp #leveldesign #environmentdesign #unityhdrp #unity3d #seta
I love slow level design ❤
There will definitely be more:)
❤Seta
Thank you:D
Thanks for the Unity level design video! I love the focus on slow design. Could you also make a video explaining HDRP and Global Volume settings, and why you use them? That would be awesome!
I plan to make a series of short tutorials on how and for what to use specific postprocessing components, so I think they will explain a lot:)
Very beautiful, as always. Thanks for sharing!
I was wondering whether slow designs would be accepted on the channel at all due to their length, but the reception is quite positive:)
Absolutely stunning. I love the tunnels too.
Thx:) It's good that there are simple blocks here, so it was easy to build:)
Dear Seta, thank you so much for that long video. This is amazing tutorial for Unity to Environment Design. Please we need more. ❤❤❤
I think that slow designs will appear on the channel regularly:)
thanks a lot for such nice tutorial :)
You're welcome:)
So cool please do more involving more textures and foliage I downloaded some from Poly Haven but they don't come out the same as yours even with 4k resolution :/
The problem with poly haven is that in most models the textures are atlas, and then it turns out that you have a 4k texture, but of the entire model, and the texture covering for example, the table top actually has a resolution of 500px:)
Great video as always! :D Any plans for some low poly style enviros?
Thank you:) the next video will be stylized, then a tutorial, next realistic and low poly:)
Hi, good tutorial and thanks for sharing but one question tho. Where did you get your terrain layer textures? Thanks for help.
You're welcome:) All terrain textures are from Castle Valley Collection 1:)
Hello one question, To make a realistic first-person horror game, can the capsules default size be left? Or should it be higher? My character is a capsule and I feel like he is very close to the ground.
Generally, capsules are used to determine the level and scale of characters and other objects, so it is best to use them for tests. Remember that the camera's viewing width also changes a lot. And check whether the assets you use have the appropriate scale, because it happens that their creators do not pay attention to the scale in Unity and then it turns out that an ordinary door is, for example, 4 meters instead of slightly over 2 meters, and this disturbs the perception accordingly.
how to disable the lod's while rendering the scene? when i render normally the lod change is quite obvious in castle valley collection
Unity with standard settings has LOD Bias 1 set a bit too close for me, so I recommend changing them in project settings to 2 or at least 1.5, then the LOD switch will not be so noticeable because they will be much further:)
@@SetaLevelDesign Thanks, I was really confused with the bias thing, but I checked that LOD video by Castle valley collection author. My latest animation environment is inspired by this slow design. You are cool.