Video Link of this project: https://youtu.be/4WHOA5U7OSA

My final project was very different from what I had planned, although it did stem from my preconceptions. It takes me about 2-3 days continuing workings to create this scene, and another 2 days for final refinements and adjustments. I do like this vibe and atmosphere.
At the beginning, this scene was planned to be settled on the ground as a tiny natural-styled house in the forest, so when I made the draft scene, the first floor was surrounded by the wall instead of the tree trunks. And I also created the rock/stone shaders for surrounding the pool/spring.




When I searched for the suitable models on TurboSquid, it is hard to find the carved wall to support the second floor. And I tried to insert the shader directly on my drafted squared walls, they looked very rigid and breathless. Therefore I found a trunk-like model, duplicate it with various scales, and made them as the new supportive structures. At this point my basic shapes and plans were clear, I started working on the shaders. Most of my shaders are about trees, grass, rocks that are nature-related stuffs. The cobblestone shader and the trunk shader use the same logic. I created two parts of the objects, and using blend to appropriately combine them together as final shaders, such as cobblestone with the branches, barks with the tiny grass.



Then I started to looking for a better background skybox for better visual effect. But the skyboxes of sky, clouds and nature did not achieve my expectation, until I tried this under sea skybox. It was not the same with my plan but the deep and quiet vibes were so attractive. Especially, the comparatively dark scene could work well with the warm lights in the structure. So I moved the project plan from above ground to under ground and applied some shaders on different models.

Finally, I added the water shader. With the help from professor, I generate three different but similar water shaders for generating flowing animated water through the Unity shader. I added the sine functions to the time of shaders to make the water displaced back and forward. Moreover, I mistakenly created a vertical giant plane. It did not show in the project but it covered part of the environment light. Thus the comparison between the structure lamps’ lights and the ocean background is clearer and deeper with better atmosphere. So I kept it. At the end, I added the background music and a capsule with camera as the player’s perspective, so that I could manipulate the capsule and explore in this tiny scene.


Making this project is my second time to use Unity. I learned a lot from the substance designer and gradually understood the mechanism and functions of the substance shaders. Before this class I was very confused about how to understand, make and apply shaders in Unity, since it was one of my challenges in my previous courses. And I also be more familiar with functions in Unity. One of my biggest challenges is about the animation of the water. The settings of the unity shader in my file is a little bit different and make the main window blank. With the help from professor, I adjusted some of the parameters and then it worked. I did want to make the centre water flow in Normal but it is too hard to achieve this effect, so I had to give up and only animate on the surface flowing effect. Though it is the first try on generating my shaders in SD and creating my own scene in Unity, I’m proud of my final project and enjoy the deep-sea atmosphere. I hope in the future I could try to create the new SD shaders without the help from tutorials link.
And thanks for so many help and replies from professor!