Blog Entry 14/04/2017

Rendering In Unity 

So I’ve done my renders inside of Unity now. I’ve learned over the past few years

when it comes to Unity renders there are three main areas to focus on, lighting,

shader setup and populating the render with other assets.



Given my ships were parked up in industrial style workshop, the makeup of the

lighting consisted of lots of hanging lights and mechanics spotlights, these gave

the look and feel of Accent lighting. This style of lighting really helped when it

came to steering the gaze of the viewer to a specific section of interest. The

colour of the lighting was also key, in which I matched the type of bulb most

likely used, with a Hex code to achieve the correct lighting result.

Shader setup

As I’m using a PBR workflow, I needed to use the appropriate shader in Unity which

fitted the materials I was using. The standard shader is the closest you get to

PBR within Unity, in which you need to conform to how Unity deals with

Roughness & Metallic maps. These two maps need to be combined in a single

TGA file, with the roughness required to be placed in the alpha channel of the

metallic. From there you can change the sliders to find the best mix of the two



Environmental Assets

This was a lesson I learned in the last modeling assignment, where I didn’t give

enough attention to the environment the asset would be placed in. So I did my

best to really immerse the asset within a likely environment, in this case, a

hanger environment. Using a combination of free and paid assets, I created a

feel such as that the ship was in storage and was being worked on. I also paid

close attention as not to over complicate the scene, with only a select few items

such as lights, barrels, bricks to populate the surrounding area. But even such a

light touch really aids and breaths life into the renders.