Unity Tips and Tricks for Photorealism | Tutorial 2020

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  • čas přidán 28. 08. 2024

Komentáře • 208

  • @user-je9nw9ry7g
    @user-je9nw9ry7g Před 4 lety +5

    You are really a generous and professional person, I will always be there for you

    • @sketch3436
      @sketch3436  Před 4 lety +1

      Thanks, I really appreciate it 😊

  • @nhannguyenphuc9146
    @nhannguyenphuc9146 Před 4 lety +10

    Can't wait for the volumetric lighting video.

  • @tranceemerson8325
    @tranceemerson8325 Před 4 lety +21

    Don't forget to apply the normal map texture from the surface your decals go on, to your decal. this transfers the brick shape to the decal.

    • @aranna5372
      @aranna5372 Před 3 lety

      Thank you for your Advice
      I will use it in my Videos

  • @joqqy8497
    @joqqy8497 Před 4 lety +9

    Thank you, a great information packed video.
    I like the calm atmosphere of your videos, clear voice and straight to the point information. Don't ever change that, it is perfect.

  • @kemkumkim
    @kemkumkim Před 4 lety +21

    I've just started learning Unity last month and your videos help me a lot! Thank you so much man. (I tried to make my map as beautiful as yours but my laptop just couldn't handle it lol)

    • @sketch3436
      @sketch3436  Před 4 lety +3

      That's awesome to hear! It sucks though that your laptop can't handle your maps, maybe you could try a low poly style for your graphics to improve performance?

  • @OrmyGaming
    @OrmyGaming Před 4 lety +7

    Awesome tips! And just when I started to work on a bigger projects :) Maybe make a video how to optimize really large terrains and landscapes? That would be super useful, especially since I'm working on VR.

    • @sketch3436
      @sketch3436  Před 4 lety +4

      Thanks, I really appreciate it! For performance here's a really good page that should help you out a lot.
      cgcookie.com/articles/maximizing-your-unity-games-performance
      I learnt most of what I know about performance from pages like this and Unity talks that are all available on CZcams

  • @jfine8490
    @jfine8490 Před 3 lety

    This is the best tutorials for graphics that I've ever seen, i know i'm watching this two years later but keep up the good work i love it.

  • @fuzzypanda1684
    @fuzzypanda1684 Před 2 lety +1

    This is great content, I see you haven't uploaded anything for a year, I really hope you haven't given up, the world needs more people sharing this kind of knowledge!

  • @Peak_Stone
    @Peak_Stone Před 4 lety +1

    Hey man, nice video. And let me tell you why I say that. It is very relaxing, with the music and your tone of voice. It is easy to just relax, thinkabout something , enjoy the calming music , and also learn something, because the information is very easy to digest. With the new pop out video feature, and while I try to work on my own world, I plan to watch a lot of your videos.

    • @sketch3436
      @sketch3436  Před 4 lety

      That's awesome to hear. Thanks I really appreciate it 😊

  • @claudioantonelli2725
    @claudioantonelli2725 Před 3 lety +1

    Bonus points for using a decal from my favorite Commander Keen game ^^

  • @RoyalMunjask
    @RoyalMunjask Před 4 lety +3

    Wow it's been a while since i haven't seen you !
    So much pleasure to have a notifications with your name in !
    Guess it will be really useful as always !
    Thank you so much for this video !

    • @sketch3436
      @sketch3436  Před 4 lety +2

      Yeah, it has been a decent gap since my last upload, glad to hear that you enjoyed this video 😊

  • @og9859
    @og9859 Před 4 lety +3

    Seriously I love you !!! And your videos are very cool ! With your videos, I can create a veritable good work.

    • @sketch3436
      @sketch3436  Před 4 lety +2

      That's awesome to hear, thanks!

  • @Palerider1011
    @Palerider1011 Před 4 lety +5

    Great tutorials! Very detailed explanations of the settings for each Tip. Thanks for putting this together. Please create a tutorial on Baking complex lighting in a scene with a Day&Night cycle.

    • @sketch3436
      @sketch3436  Před 4 lety +1

      Thanks I really appreciate, and also thanks for the video suggestion :D

  • @ryan370
    @ryan370 Před 3 lety +1

    Decals can certainly be placed on curved surfaces! Brackeys did a video on it like 2 years back. You can project the decals to any surface

  • @doghateburger
    @doghateburger Před 4 lety +1

    Dude, you deserve more subs, your tutorial are so much better the some of the more popular environment youtubers.

  • @shiroyasha9070
    @shiroyasha9070 Před rokem +1

    I fell in love with your type of tutorials... damn i wish u would be my all time tutor and teach me everything in unity from A to Z !

  • @DasCas
    @DasCas Před dnem

    Thanks you so much dude!

  • @digitaljeepney4440
    @digitaljeepney4440 Před 2 lety

    one of the best unity videos out there. thank you.

  • @SimonTysland
    @SimonTysland Před 4 lety +1

    I love your tips and tricks videoes. They are among the best unity related videoes on youtube, simple and straight to the point. Release a new video soon! Don't know about what topic, but I bet you can find something. HDRP is all the rage now, so maybe something about that?

  • @jijopv9683
    @jijopv9683 Před 4 lety +1

    Amazing Video... Subscribed... Lots of love from Kerala, India.

  • @AvitheTiger
    @AvitheTiger Před 2 lety +4

    Nothing for URP 😔

  • @Futureblur
    @Futureblur Před 4 lety +4

    Thank you 😊😊❤️☺️👍

  • @nautisshadrick9254
    @nautisshadrick9254 Před 4 lety +1

    Super Helpful, Clean and Direct Thank You!

  • @derkeks8870
    @derkeks8870 Před rokem

    Thank you so much, my game looked like clay before!

  • @likeyou3317
    @likeyou3317 Před 4 lety +2

    Ahh, now I know why my lighting probe had no effect while I was following ur sunset video, I overseen that there was a box to position and expand! Mine appearently respowned under the lake, hmm.. This volumetric lighting looks real nice tho.

  • @randallcromer66
    @randallcromer66 Před 4 lety +3

    Thank's for the great tips, it's very much appreciated.

  • @aashirsiddiqui177
    @aashirsiddiqui177 Před 4 lety +3

    Damn man. I'm so impressed by your work. I aim to do your kind of work someday! Thanks for the tips tho!

    • @sketch3436
      @sketch3436  Před 4 lety +1

      That's awesome to hear, thanks :D

  • @mugamoomoo3126
    @mugamoomoo3126 Před 4 lety +1

    This is the best presented graphics video I've seen. I learned a lot. I've been making a game with hdrp and my graphics are still mediocre but somehow you still managed to make the default rp look so good. I'm thinking I might rebuild the project in default rp, especially after this video. Only problem is the time it will take.

    • @sketch3436
      @sketch3436  Před 4 lety

      It's awesome to hear that you liked the video :D
      I prefer using the standard rp due to how quick I am with it and how simple it is in setup compared to HDPR, I assume you feel the same way with the standard rp. I personally would only use HDPR if I wanted to use the exclusive features like ray-tracing, other than that you can get all the other effects like volumetric lighting working perfectly fine in standard unity with a couple assets.
      If you do decide to convert to the standard rp I hope it all goes smoothly and doesn't take too long.
      Good luck with your game development :)

    • @mugamoomoo3126
      @mugamoomoo3126 Před 4 lety +1

      @@sketch3436 thanks!

  • @awa2170
    @awa2170 Před 4 lety +54

    8:53 bro wtf

    • @GhoulMage
      @GhoulMage Před 4 lety +3

      ¿Quieres?

    • @thorcook
      @thorcook Před 3 lety +2

      some serious redeye going on in that reflection.. RP is now officially 'baked'

  • @AniMAYAanimation
    @AniMAYAanimation Před 4 lety +3

    amazing content.. I wish I would have had you in my upcoming thanos series

  • @StefanLundmark
    @StefanLundmark Před 4 lety +3

    4:52 Frustum culling is not affected by how the terrain is sculpted. The frustum is just that, your frustum.

    • @sketch3436
      @sketch3436  Před 4 lety +3

      Thanks for pointing that out, you are correct. I was meant to say occlusion culling

  • @howdy277
    @howdy277 Před 3 lety +1

    Please upload more videos on tip and tricks

  • @IPete2
    @IPete2 Před 4 lety +2

    Great video thanks. Please could you do a series on how to use and to get the best out of Vegetation Studio Pro as the authors seem to think everyone already knows how to use this awesome but complex toolset? And more tips and tricks videos as they are so good.

    • @sketch3436
      @sketch3436  Před 4 lety +1

      Thanks 😊. Unfortunately, I have never worked with vegetation studio before. However, I did find this online guide that you might find helpful:
      www.awesometech.no/index.php/home/vegetation-studio/getting-started/
      It is a little old but I couldn't find any other newer videos or documentation so hopefully it is still relevant.

  • @panickal
    @panickal Před rokem

    This is a top tier video. Much love

  • @kimlee8796
    @kimlee8796 Před 4 lety +1

    amazing video !! Thank you so much for the knowledge

  • @abubakrshoaliev2775
    @abubakrshoaliev2775 Před 3 lety

    That was really useful information! Thank you much for your work, Sketch

  • @ajaygamedeveloper6148
    @ajaygamedeveloper6148 Před 4 lety +2

    Thank you so much! Your tutorials are very helpful👏👏👏👏

    • @sketch3436
      @sketch3436  Před 4 lety

      All good, glad to hear that you enjoy them 😊

  • @danielsinko9010
    @danielsinko9010 Před 4 lety +3

    Yesterday i made a terible mistake Sketch, when i sae your video...i forgot to subscribe lol :D. Its checkd now. Thank you for these stuff, i look forward for more :)

    • @sketch3436
      @sketch3436  Před 4 lety

      Haha, all good. Thanks for the sub 😊

    • @aranna5372
      @aranna5372 Před 3 lety

      I am so SAD 😢
      All subscribs are for The Big Channels

  • @correiaivan
    @correiaivan Před 3 lety

    Thank you! I was wondering if I could get unreal engine results in unity and voilá, this video helped me a lot

  • @joeyninteen175
    @joeyninteen175 Před rokem

    Awsome video! I learned something new again today.

  • @_danny_idk
    @_danny_idk Před 4 lety +1

    Sketch is back👍

  • @aranna5372
    @aranna5372 Před 3 lety +1

    Thank you for your Good video

  • @ryeverse2271
    @ryeverse2271 Před 2 lety

    What a great video man!

  • @masterkonni0594
    @masterkonni0594 Před 4 lety +1

    Waiting so long for this good video :D

  • @chrysagon1
    @chrysagon1 Před 4 lety +3

    Hi Sketch, really great video, as usual ! Could you take some time to explain clearly the Detail Resolution Per Patch and the Detail Resolution parameters for terrains ? I can't find really clear explanations of them. Thanks !

    • @sketch3436
      @sketch3436  Před 4 lety +1

      Thanks, I really appreciate it.
      Here's a quick overview of the different terrain components:
      ⦿ DETAIL RESOLUTION:
      This value refers to the number of pixels in the detail resolution map which relates to the placement of detail objects (the tab where you add your tree prefabs etc), the higher this value to greater precision you will have in placing these objects, additionally, this will also dictate how many detail objects can be placed within a given square region of your terrain (known as a detail patch). Therefore, it is important to increase this value if you increase the size of your terrain. Large values will, in turn, increase the file size of the resolution map and will lower performance.
      ⦿ DETAIL RESOLUTION PER PATCH:
      The detail resolution per patch is directly related to the detail resolution and specifies the size of each individually rendered detail patch (don't get this confused with detail resolution which is the size of the entire map (file), detail resolution per patch specifies that entire map divided into the different patches). This dividing process creates a grid, which means that your value is squared. Larger values will create larger patches which will reduce drawcalls and actually aid performance, however, at very high values it might increase triangle count due to how Unity culls these patches.
      Hope this helps 😊

    • @chrysagon1
      @chrysagon1 Před 4 lety +1

      @@sketch3436 thank a lot, it helps and I am going to run some tests to fully understand these features. Something else : do you work with HDRP or standard pipeline ?

    • @sketch3436
      @sketch3436  Před 4 lety

      @@chrysagon1 I'm more familiar with standard pipeline but I have been working more and more in hdpr, eventually, I'll like to do some follow along tutorials in hdpr

    • @chrysagon1
      @chrysagon1 Před 4 lety

      @@sketch3436, we are all waiting for your next video ! Well at least me, confined at home in France. Hope you are well and safe from that virus. I am still interested by difference between detail resolution and detail resolution per patch by the way.

  • @stevefals2818
    @stevefals2818 Před 3 lety

    Useful Tips thank you

  • @enzymgamer1353
    @enzymgamer1353 Před 3 lety +1

    I cant see package manager in my project can someone tell whats the problem. Btw nice video mate relly loved it

  • @JoeyMerryfield
    @JoeyMerryfield Před 4 lety +1

    holy this helped a TON! thanks man!

  • @coledanson6507
    @coledanson6507 Před rokem

    The scene at 0:12 looks absolutely amazing. Especially the trees on the left side. Are you using translucency / subsurface scattering to achieve the look of the trees?

  • @UnityWorksIndia
    @UnityWorksIndia Před 2 lety

    awesome contennt....loved it..❤❤

  • @J__454
    @J__454 Před 4 lety +1

    Yay, your back!

  • @coleshepard3742
    @coleshepard3742 Před 4 lety +1

    Just wow

  • @lightningparadox
    @lightningparadox Před 4 lety +1

    0:52 i already grabbed my food after seeing your video in my yt homepage lol

    • @sketch3436
      @sketch3436  Před 4 lety +1

      Haha, that's awesome to hear!

    • @lightningparadox
      @lightningparadox Před 4 lety +1

      @@sketch3436 btw please tell me where should I use baked gi and where to use the realtime gi? And what happens if I turn them both on?

    • @sketch3436
      @sketch3436  Před 4 lety +1

      @@lightningparadox Backed gi will only apply on objects that are static, so having both on is perfectly fine. For small objects baking lighting is good but for large scale scenes it will just take too long to create the lightmap data, furthermore, the file size of the lightmap data will be massive which may actually cause a performance drop.
      I usually only used baked lighting for interior scenes or small linear levels.
      Hope this helps 😊

    • @lightningparadox
      @lightningparadox Před 4 lety +1

      @@sketch3436 yea now I got this huge doubt cleared. Thanks man

  • @samuelkoroma4939
    @samuelkoroma4939 Před 2 lety

    YOU ARE A PRO GAME DEV

  • @psycho7083
    @psycho7083 Před 4 lety +11

    4:27 I'm using Unity 2019.3 HDRP and I don t fine the options . How can I made the eye adaptation?

    • @sketch3436
      @sketch3436  Před 4 lety +12

      This video is for standard Unity, HDRP uses a completely different system.
      For HDRP eye adaptation is known as 'Exposure', it should be on the 'Post Process Volume' by default, on this component under 'mode' change it from 'fixed' to 'automatic' this will bring up some adaptation settings that are essentially the same as in standard unity.
      Hope this helps :D

    • @daoviettuan2002
      @daoviettuan2002 Před 4 lety +1

      @@sketch3436 this video is only unity 3D??? Really?

    • @sketch3436
      @sketch3436  Před 4 lety +2

      @@daoviettuan2002 Yeah I will release a separate HDRP video in the future :)

    • @daoviettuan2002
      @daoviettuan2002 Před 4 lety +1

      @@sketch3436 could you tell me some link about asset support URP?

    • @sketch3436
      @sketch3436  Před 4 lety

      @@daoviettuan2002 I'm not the best to talk to when it comes to URP as I have never actually used it. When you mention assets for URP is it that the materials are not supported, like in HDRP? Cause, there is usually a fix for that

  • @cgimadesimple
    @cgimadesimple Před rokem

    i love this tips

  • @noelpaumier5437
    @noelpaumier5437 Před 4 lety +1

    Very nice tuto!!!

  • @laveenabhatia8434
    @laveenabhatia8434 Před 3 lety

    cant believe you made this from unity

  • @Szpace777
    @Szpace777 Před 4 lety +1

    very nice man!!

  • @bishop999
    @bishop999 Před 4 lety

    mate.. fantastic thank you. you have a new sub.

  • @Gamezy427
    @Gamezy427 Před 4 lety +1

    Sir Amazing video.I love it.Sir can you make separate video on your grass. please

    • @sketch3436
      @sketch3436  Před 4 lety

      That's awesome to hear, thanks. There isn't too much to grass, so, I'm not sure if it deserves a standalone video, what aspect did you want me to cover?

    • @Gamezy427
      @Gamezy427 Před 4 lety +1

      @@sketch3436 Sir i love your videos i am big fan of you.sir can i send you my level design. please give me email.

    • @Gamezy427
      @Gamezy427 Před 4 lety +1

      sir please check your mail

    • @sketch3436
      @sketch3436  Před 4 lety

      @@Gamezy427 Will do :)

  • @purvanyatyagi2494
    @purvanyatyagi2494 Před 4 lety +1

    Awesome info bro

  • @treelee6527
    @treelee6527 Před 4 lety +1

    hello,as unity has released HDRP, what do you thingk of HDRP? and what are the advantages and disadvantages?

    • @sketch3436
      @sketch3436  Před 4 lety

      I have not used HDPR that much so I'm not the best to answer this question, but what I found is that HDPR will allow you to achieve higher-end graphics and also have access to more effects (like volumetric lighting & raytracing) than the standard universal pipeline in its default state. However, you can still achieve high-end graphics with standard unity, so, the idea that HDPR is a must-have if you want to have good looking graphics is not true.
      Additionally, since the render pipeline is completely different in HDPR it can be difficult to transition from standard Unity.
      If you do want to maximise your graphic quality and use exclusive features like raytracing I would say go with HDPR, however, if at the end of the day you just want to make a standard game then the universal pipeline is probably the better option.

    • @treelee6527
      @treelee6527 Před 4 lety +1

      @@sketch3436 Thank you for your reply. I tried HDRP last night (I'm in the East). I found that HDRP can't even use the grass tools of the terrain.It seems that HDRP is not a good choice now If someone want to create large-scale forest scenes.

    • @sketch3436
      @sketch3436  Před 4 lety

      @@treelee6527 The terrain system in HDPR is not that good, to create grass you have to use models and add to the tree section. For large scale forest I would definitely stick with standard Unity for now

  • @xqdragneel7366
    @xqdragneel7366 Před 4 lety +2

    Where did you get that grass from? Cuz I cant make my own pretty new to this..

    • @sketch3436
      @sketch3436  Před 4 lety

      The grass was likely from the Forest Environment Pack (assetstore.unity.com/packages/3d/vegetation/forest-environment-dynamic-nature-150668), however, don't buy this just for grass. Unity has some good free grass in the Standard Assets pack, also comes with some trees and water which is nice:
      assetstore.unity.com/packages/essentials/asset-packs/standard-assets-for-unity-2017-3-32351
      Hope this helps :)

    • @xqdragneel7366
      @xqdragneel7366 Před 4 lety

      @@sketch3436 Thx for responding! I'm making my own VR world and I'm trying it to make it real like u walking in a forest so I want the best shaders I have, and the Post prosessor doesn't work on the VR that's sad, but anyway keep up the good work I can't wait for more future video's!

  • @J4FThunder666
    @J4FThunder666 Před 3 lety

    awesome ! thank you so much

  • @jochenfong3056
    @jochenfong3056 Před 4 lety +2

    Hello, I have a question. When I use HDR sky lighting, why is the interior of the room also illuminated? I use 2019.3 HDRP

    • @sketch3436
      @sketch3436  Před 4 lety

      Unfortunately, I rarely use HDPR so I can't help. Here is the documentation for HDPR lighting, hopefully, this helps you out a bit:
      docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@5.7/manual/Environment-Lighting.html

    • @aranna5372
      @aranna5372 Před 3 lety

      Sorry
      but I want answer
      You must use probe to Fix it
      Reflection probe

  • @RandomDude00001
    @RandomDude00001 Před 3 měsíci

    Any suggestion when it comes to closed areas like no windows only uses light sources like point lights will this also work?

  • @michaelmoyle6099
    @michaelmoyle6099 Před 2 lety

    Iv never figured out how to get auto exposure to work. it always seems to make my indoors too bright and if I turn it down it stopes really doing anything.

  • @path1024
    @path1024 Před rokem

    Why do my shadows look grainy? The whole scene looks grainy and not the crisp clear look I had before I messed something up. The graininess doesn't move either, so when you turn the camera you clearly see it move across the view. People say turn cascades to 0, but that seems like a hack and it doesn't really work anyway. My first scenes looked great, but something has changed and I don't know what. Very disappointing to do all this work and have one unknown setting make it all look like doo doo.

  • @RonYonassiProduction
    @RonYonassiProduction Před 3 lety

    perfect tutorial bro,do u make tutorial on udemy perhaps?or recommend course for level design?

  • @srirangagudimella2770
    @srirangagudimella2770 Před 4 lety +1

    vry cool

  • @thorcook
    @thorcook Před 3 lety +1

    6:17 I think the effect is meant to simulate the change in light on the grass from passing clouds, not wind on the grass per se

  • @susmitdas
    @susmitdas Před 4 lety +1

    Nice job 😊

  • @robb929
    @robb929 Před 4 lety +1

    Can You make tutorial how to make terrain from heightmap by using terrain tools and how to paint it?

    • @sketch3436
      @sketch3436  Před 4 lety

      Thanks for the video suggestion😊
      If you want to start playing around with heightmap data now, all you have to do is go into the terrain settings and navigate to the bottom you should see a button called "import raw...", click this to set the terrain to a heightmap.
      You can download HD heightmaps from google earth using terrain.party

  • @Sparble
    @Sparble Před 4 lety

    I love your videos

    • @aranna5372
      @aranna5372 Před 3 lety

      His Videos Loves you as well 😂
      No no
      I am not a Funny man

  • @nobody-tw3zs
    @nobody-tw3zs Před rokem

    Thank you

  • @VishalKumar-ep2wv
    @VishalKumar-ep2wv Před 4 lety +1

    Make some videos on making winters environment

    • @sketch3436
      @sketch3436  Před 4 lety

      Thanks for the suggestion 😊

    • @aranna5372
      @aranna5372 Před 3 lety

      I beliive Its Will be Really Cool and Cold

  • @Game-Garden
    @Game-Garden Před 4 lety +1

    For tip #4 would it be a good idea to bake the background mountains into a skybox for the scene?

    • @sketch3436
      @sketch3436  Před 4 lety +1

      Yes, that is definitely possible and a good approach if your scene doesn't change lighting. If your scene does change lighting (i.e. day and night cycle) having physical models will always be the better option.

  • @thebutterappletutorials6553

    Hello! I am having an issue where shadows are pitch black and unrealistic, any ideas?

  • @leagueofsaanss5571
    @leagueofsaanss5571 Před rokem

    I have a question.
    Would you recommend Blender or Unity for a realistic landscape that will later be used for a game?
    I'm quite comfortable with Blender, and it's close to realistic modelling.
    But I wanted to ask someone who knows more first.

  • @nocultist7050
    @nocultist7050 Před 2 lety

    I need to make sandy desert (like Sahara) but the edges keep looking very jagged. Any tips?

  • @neente8472
    @neente8472 Před 4 lety +7

    Can you please make a tutorial from 0 for idiots like me? A 100% free tutorial from creating the project up to a high quality Enviroment. That would be my dream :D

    • @sketch3436
      @sketch3436  Před 4 lety

      Thanks for the suggestion. At the moment my follow along tutorials are probably the closest to what your suggesting. Would you be interested in a tutorial in which you create your own 3d models and then use them to build out the environment?

    • @neente8472
      @neente8472 Před 4 lety +1

      @@sketch3436 Would be a good idea, but im too far away from this cos i don't even have an environment 😬

  • @Shiba436
    @Shiba436 Před 4 lety +1

    Post pro is not working on unity 2019.3.0f1 ... nothing happens .... :( any ideas why?

    • @sketch3436
      @sketch3436  Před 4 lety

      Sounds strange, I just created a new project with unity 2019.3.0f3 and the post-processing works fine. Try updating to the latest patch and see if it does anything.

    • @Shiba436
      @Shiba436 Před 4 lety

      @@sketch3436 that is weird because i tried every camera and even a new one and nothing happens at all :/

    • @sketch3436
      @sketch3436  Před 4 lety

      @@Shiba436 If you want you can send me a video of you trying to set the post-processing up and I can check to see that everything looks right

    • @Shiba436
      @Shiba436 Před 4 lety

      @@sketch3436 Well I've done the exact same thing as on your video, with a new project too, and nothing is happenning... is it because I use URP instead of HDRP? I'm kinda new to unity. Thanks for the answers though!

    • @sketch3436
      @sketch3436  Před 4 lety

      @@Shiba436 That's annoying. Here is my project that I tested the post-processing in with unity 2019.3.0f3, download it and see if it works on your end, if it doesn't you might have some bugs in the core Unity files itself and should try a clean reinstall of Unity.
      Project:
      drive.google.com/open?id=1ca5pjsFyRJeWAHdf4QMHz99Ou59sFlNa

  • @rozcuy
    @rozcuy Před 4 lety +1

    The Post Processing asset isn't aviable in the asset store, please tell me how can I download it

    • @sketch3436
      @sketch3436  Před 4 lety +1

      The post processing used in the video is from the package manager not the asset store. You can get to the package manager by navigating to Window > Package Manager. Then search for post processing and install it into your project. Hope this helps :)

    • @rozcuy
      @rozcuy Před 4 lety +1

      @@sketch3436 Thank you very much❗

  • @sharif47
    @sharif47 Před 4 lety +1

    I've heard you talk about textures.com several times. But have you tried 3dtextures.me?
    They have the textures along with some additional maps (like normal map, occlusion map etc.).

    • @sketch3436
      @sketch3436  Před 4 lety

      I hadn't heard of that site before, I checked it out and it looks really good, I'll be sure to also check that site when looking for textures. Thanks 😊

    • @sharif47
      @sharif47 Před 4 lety +1

      @@sketch3436 Glad to help you.
      On a side note, I was having trouble to make some of the textures (for example: the ice textures) look as realistic and bumpy as their 3D preview looked.
      So, if you can make them look as realistic as in the preview, let me know how you did so.

    • @sharif47
      @sharif47 Před 4 lety

      @@doggo3338 I have no idea how to do it.

    • @sharif47
      @sharif47 Před 4 lety

      @@doggo3338 It IS possible in unity for free, right?

    • @sketch3436
      @sketch3436  Před 4 lety

      @@sharif47 I would say that is because in the previews you can see the mesh of the sphere actually deform to the heightmap data of the materials, this is known as tessellation and the standard unity materials do not support this.
      You can find free tessellation materials online, however, I've never managed to find one that supports more than just an albedo and normal map ( + heightmap for tessellation), however, if your willing to spend some money CTS is a great asset for texturing terrains that will provide tessellation options. Hope this helps :D

  • @user-gu7cb8jc5k
    @user-gu7cb8jc5k Před 4 lety +1

    Hi, sorry for my question, but I want to know, is post processing package free?

  • @AmitSingh-kg7fw
    @AmitSingh-kg7fw Před 4 lety +2

    Bro, i want tutorial on aura volumetric lighting. plzz help if you can..!! ThnQ in advance ;)

    • @sketch3436
      @sketch3436  Před 4 lety +1

      I don't actually own Aura so I can't help you too much there.
      However, I did find a tutorial online that seems pretty good, it does use an additional asset with Aura but it should still give you a good overview:
      czcams.com/video/s4p0EyAV8cw/video.html

    • @aranna5372
      @aranna5372 Před 3 lety

      Hi
      I have Some tutorial with Aura2
      you can see them if you want

  • @bend.official4016
    @bend.official4016 Před 4 lety +1

    next video please

  • @user-zv7bt2lr8e
    @user-zv7bt2lr8e Před 4 lety

    hey ,can you make a video about how to achive good graphical visual,with that make it less preformance cost as can ?

  • @jojoyoustudio
    @jojoyoustudio Před 4 lety +1

    How did you make this lightning 4:04? Because it is awesome.

    • @sketch3436
      @sketch3436  Před 4 lety +1

      The eye adaptation is what got that effect, I think I also increased the intensity of the directional light other than that is is standard Unity. If you copy the settings you see in the video you should hopefully get something similar :)

    • @jojoyoustudio
      @jojoyoustudio Před 4 lety

      ​@@sketch3436 I know you were making there eye adaptation but I don't know how did you make the light before you added eye adaptation.

    • @jojoyoustudio
      @jojoyoustudio Před 4 lety +1

      @@sketch3436 Did you have hdr or something like this?

    • @sketch3436
      @sketch3436  Před 4 lety +1

      @@jojoyoustudio No just standard Unity, I did use screen-space reflections and a reflections probe which improved the lighting. Does that answer your question?

    • @jojoyoustudio
      @jojoyoustudio Před 4 lety +1

      @@sketch3436 Yes big thanks ♥

  • @ConchStreetStories
    @ConchStreetStories Před 2 lety

    What pc do you use

  • @watercat1248
    @watercat1248 Před 4 lety +1

    The postprosing work in urp?

    • @sketch3436
      @sketch3436  Před 4 lety

      Post-processing in URP and HDRP is built into Unity so the setup is different but you can still do everything as normal :)

    • @watercat1248
      @watercat1248 Před 4 lety +1

      @@sketch3436 ok

  • @pranavshaj
    @pranavshaj Před 4 lety

    What's the best terrain size for Scenes? Like for a Stand alone game Environment, as your thumbnails...

    • @sketch3436
      @sketch3436  Před 4 lety +1

      I usually stay with the default terrain size of 1000x1000, however, for thumbnail shots I don't use the entirety of the terrain, since, close up details usually looks better than vast scale views for thumbnails. Hope this helps :)

    • @pranavshaj
      @pranavshaj Před 4 lety +1

      @@sketch3436 thanks for the quick response. Default is always good. But seems so wast. The default 1000 × 1000 terrain size is metres. right?

    • @sketch3436
      @sketch3436  Před 4 lety +1

      @@pranavshaj Yeah it's in meters. If you creating a terrain for an actual game I would adjust the terrain to the minimal size you need since this will reduce the file size allowing the scene to run slightly fast and also allow you to bump up the terrain resolution without much performance loss.

    • @pranavshaj
      @pranavshaj Před 4 lety +1

      @@sketch3436 Thanks mate,you are awesome. Your channel is always very informative. Learned a lot of new things . Keep up the good work. Keep growing. 👍👍

    • @sketch3436
      @sketch3436  Před 4 lety +1

      @@pranavshaj Thanks 😊

  • @volfase4122
    @volfase4122 Před 4 lety +1

    How to make Photorealism graphics with good performance?

    • @sketch3436
      @sketch3436  Před 4 lety

      Yeah, that's the biggest challenge that comes with realistic graphics. To achieve good performance the main factor is to ensure that your models are well optimised, i.e. LODs, optimised textures, etc, baking lighting is also a necessity if your scene is static.
      If you interested in learning more about performance I recommend you check out my performance video and also this site:
      cgcookie.com/articles/maximizing-your-unity-games-performance

  • @everything5832
    @everything5832 Před 3 lety

    Has he stopped uploading videos?

  • @minhtran-tu7qe
    @minhtran-tu7qe Před 4 lety

    3:34 minecraft Ref

  • @proude7337
    @proude7337 Před 4 lety +3

    Oh man, I get really frustrated :D

  • @watercat1248
    @watercat1248 Před 4 lety +1

    The truth I wait to be at least beta version from unity 2020 to but from what I know so far the don't release the unty 2019.3 not beta version yet I sure soon I will be release

    • @sketch3436
      @sketch3436  Před 4 lety

      Unity 2019.3 is currently in beta, you can download it here:
      unity3d.com/unity/beta/2019.3
      The 2020 Unity versions are currently in alpha you can try out 2020.1a if you want:
      unity3d.com/alpha/2020.1a
      A good place to keep up to date with the releases is the Unity roadmap:
      unity3d.com/unity/roadmap

  • @Greviouss
    @Greviouss Před 2 lety

    aura 1 is no longer available... and not free...

  • @jacko3764
    @jacko3764 Před 4 lety +1

    my eyes