what I did was try to see what I could so with these textures. First obviously I needed to find a good skybox. I wanted one that was in a night sky setting. Like ina field with a sky full of stars but all i could jund where areas with houses around them, so i picked the best one.
After I got that set up, I started testing rock materials on a cube
ok wordpress is making this look blurry… ok look at the images in my google drive here
I started messing around with the height maps and base colors. I wanted to make them look shiny and reflect off of the surrounding area.
Heres an example of one. I messed around with the metalics and speculation. I think it looks pretty cool. This is the sliced limestone texture
I then found a few other rock texture to do the same to. I then put them on lome low poly assets that I have and checked which material looks best on what. I also added a sandstone platform with its own texture and the.. platform for the rocks display
i don’t know why wordpress is nuking these. Again, just look at the clearer images here
I also added a video showing the materials I modified
skybox – https://polyhaven.com/a/satara_night
Rough Reddish Rock PBR Material
Sliced Limestone PBR Material
Cavern Walls PBR Materials
Slate Rock #2 PBR Material
Sandstone Platform PBR Model
For this week’s homework, I used a mixture of unity shapes and imported 3D models from SketchFab. The skybox panorama I used was an outdoor rainforest scene, I didn’t particularly have a certain goal with this homework, I just wanted to explore the different textures and how they would wrap around different shapes. The scene itself is not very structed, but I kind of tried to structure it around the bridge within the panorama scene.
Overall, this week’s homework was a great refresher on unity itself and I also learned a lot about textures and materials because I was never too focused on these aspects of unity, since I mostly used unity for 2D purposes.
Skybox – https://polyhaven.com/a/rainforest_trail
3D Models – https://skfb.ly/6yoQ8 , https://skfb.ly/6CNsz
Textures – https://freepbr.com/materials/stringy-marble-pbr/ , https://freepbr.com/materials/white-spruce-bark-pbr/ , https://freepbr.com/materials/used-stainless-steel/ , https://freepbr.com/materials/rusted-steel/
For this week’s homework, I utilized free 3D models from Sketchfab and some Unity 3D objects with massive explorations on various materials. I did tons of experiments, modifications and combinations with the material textures, trying to digest the shader workflow demonstrated in class and the specific parameters or properties within Unity. However, in the beginning stage, I couldn’t distinguish different map parameters in Unity, and the materials I created were different from the previews. I generally understood that by rewatching the class demo and provided tutorials several times while also completely understanding the differences between them via Unity Documentation.
Each material used in the final scene was personalized and modified dramatically, I gained a lot of enjoyment from the entire process, and as you can see, the final style and colour combo are truly experimental while surreal in some way. The composition and some elements were mainly impacted by this illustration which is one of my favourites. Besides, I made some of the objects emissive such as the butterflies. And I added tint colour for the skybox and adjusted the colour temperature as well, making tons of polishment. Since I’m not really familiar with Unity, after my computer buzzing, some asset prefabs were missing accidentally, I couldn’t go back to my previous result, which is the biggest pity for me and for this exercise. But fortunately, I screenshotted my progress and one rendered image.
Overall, I ended up getting more used to the Unity shader workflow through this week’s assignment, and I feel confident to make shader texture on my own!
3D Models: snowmountain | palm | igloo | bunny | butterfly | balloon
Materials: Painterly | WornFactorySiding | Metal012 | Terrazzo010 | AlienCarniverousPlant | AlienSlime | PaintPeeling | WornShinyMetal | MetalPlates | Metal044A | Paint006 | ChewingGum | GrimyMetal | Wood | WrinkledPaper
Skybox: Sunset in the Chalk Quarry
For week 8 homework, I chose a blocky photo studio for the skybox from the Polyhaven website, and selected several interesting PBR textures from the FreePBR website. I planned to create some ancient, modern and surreal models as props in this studio scene. However, the first question happened here. I would like to make the white ball glow with an emission effect. But the ball only becomes brighter in color with the check of “emission,” nothing glowing effect shows.
After I did some research and discussed it with the professor and Justine(Thanks a lot!!!) I found that it requires me to check the post-processing in the camera-rendering, selecting the global volume-volume, and create “new” for the profile, and add post-processing effects to the camera by adding volume overrides. The “bloom” and “Vignette” gave great effect for the scene. And here is the helpful link about how to create the post-processing volume: https://learn.unity.com/tutorial/creating-a-global-post-processing-volume-2019-3#
After I finished the steps above, I found the second problem: All my models have no shadows. I discussed with the professor about this problem for a long time and finally found that I made all the models too big for the camera to calculate the shadows. The solution is to make the “scale factor” of the model smaller. Setting it to be about 0.01 is a suitable choice. And the shadows finally show in my scene.
And here is the final scene of my Week 8 Homework. I moved the emissive balls as part of the industrial mushroom-like structure with a modern column and steps. The ancient style is shown on that bronze cup and blocky hemisphere. Unity is complex and challenging for me, but I learn a lot through the process of figuring out various questions and constantly adjusting my work.
I was inspired by a few things for this weeks homework. I had started to think about my idea for the final project and this week was an exploration on the idea I had for the final project. I was directly inspired by this installation at MoNa in Hobart and I wanted to explore what it would look and feel like to actually go inside these “pictures” and if they were even more 3D. It’s interactivity is a work in progress as I just wanted to explore the materials and assets I wanted to use for it.
I didn’t really have anything in mind material wise other than finding PBR textures that I thought looked cool in free PBR, I just spent an hour looking at all the textures before picking ones I liked and experimenting with placement and the settings (smoothness, the normals, height, emission) Some of them are more metallic than they probably would be in real life (the lava for example) but I really liked the emphasis that the shine brought.
I wanted some of the walkable pictures to be unexpected so there are different rooms to them. Eventually I want to have interactivity like the ends of the hallways teleport you back into the gallery space and the ball room to have phsyics so they bounce around when you push into them.
^^^ Progress sceenshots and inspiration from Mona.
Clay Shingles | Bird Feathers | Painted Concrete | Forest Floor | Space Wall 1 | Space Wall 2 | Space Wall 3 | Alien Plant | Desert Rocks | Lava | Tidal Pool | Gold Wall | Cliffs | Vines | Stones | Coral
WEEK 8 – UNITY
For the week 8 unity homework I decided to create a scene using textures from polyhaven and freepbr as well as some textures I made myself. I used textures of various metals as well as grass and rocky textures from the referenced sites, the textures i made include all of the foliage.
The scene is inspired by my recent viewing experience of TLOU Part one show so I wanted to include fungi like things which are attached to the trees, ground, and the mechanic parts in the scene. The scene depicts these big robots sucking out green juice from the earth I have no real reason why this is happening it’s just where I ended up when creating this piece!
I also used post processing to add some bloom, camera distortion, depth of field, as well as some grain to the image!
The build can be tried here and features a couple of short animated camera scenes within the environment: Week8 Shader Art Homework by Suburb Studios (itch.io)
My diorama for this week’s homework features two versions of Marcel Breuer’s The Wassily Chair: one that is fairly brand new, and another that is very dirty, old, and worn. The model was borrowed from a good friend of mine, made for a 3D asset class at her college. The files she sent me already came textured, so I just swapped them out with various materials from freepbr.com for the sake of this exercise. The skybox is the Unfinished Office HDRI from polyhaven.com. I liked that the environment was plain and simple with a single main source of light (the window) for the metal on the chairs to reflect.
The first chair uses the Black Leather PBR Material for the seating fabric, the Scuffed Iron PBR Metal Material for the chair frame, and the Base White Tile PBR Material for a sort of pedestal. This combination of materials is meant to resemble the Wassily Chair in its original condition. However, the metal isn’t perfectly polished since there is a little bit of noticeable scuff marks, perhaps a sign of wear from being moved around inside a home.
On the other hand, the second chair uses the Dirty Office Fabric PBR Material for the seating fabric, the Used Stainless Steel PBR Material for the chair frame, and the Matted Old Shaggy Rug PBR Material for the small circular carpet underneath. This was meant to be a very unflattering combination of materials to contrast the sleekness and cleanliness of the first chair.
I also find it ironic if this second version was to be on display in a museum side by side with the first chair–I like how just the materials alone can tell stories about the object and get you wondering how it has been used or taken care of throughout its existence.
For the emissive material, I first experimented with placing it on a simple sphere. Since the two chairs are largely made of metal, I moved the sphere in between them to hopefully get some cool reflections. I did a little bit of research and got some post-processing on the camera using Global Volume. I used a little bit of Bloom to get some pretty glow, not just on the emissive material but also on the skybox window light.
However, I ended up having problems with actually getting the emissive material to shine its light onto surrounding objects. I did some more research and pretty much all of them mentioned turning off Global Illumination and baking the light for it to show up. I tried playing around with those two things but nothing seemed to work. I don’t have much experience with how lighting works in 3D, so there was probably a step or setting I overlooked. I would probably do an isolated test in a fresh Unity project next time to try and figure it out, in case I want to use emissive materials in my projects in the future.