
Learn to build a neon drenched cyberpunk city in Unity using hdrp, from Blender workflows to modular low-poly and high-poly assets and Substance Painter produce hd texture maps.
Research cyberpunk concepts online and collect ArtStation reference images to inspire your Blender cyberpunk project in Unity HDRP, drawing on Blade Runner vibes and Cyberpunk 2077 aesthetics.
Open blender 2.8, set a dark interface, master basic navigation and shortcuts, and enable add-ons like mesh loop tools and Tax tools to prepare a cyberpunk project.
Learn Blender basics in object mode: navigate the 3d scene with the middle mouse button, pan, zoom, rotate, switch shading, and use axis constraints to move, rotate, and scale objects.
Explore Blender's edit mode with vertex, edge, and face selection, and master modeling tools like extrude, insert faces, bubble, loop cut, and knife, plus shortcut tips for precise axis-constrained edits.
Block out a shop front in Blender using simple primitives to establish scale, then add a character proxy, doors, windows, pillars, and modular details with measurement tools.
Block out the shop top in Blender for a cyberpunk storefront in Unity HDRP, extruding elements, adding a canopy, neon sign, lights, and modular shop fronts.
Model a door in Blender for a Unity HDRP project, creating low-poly and high-poly variants while optimizing topology with inset, extrude, and bubble techniques.
Master the cyberpunk window modeling workflow in Blender with loop cuts, extrude, push-pull, and a sculpted motif, ensuring clean shading for a Unity HDRP scene.
Model a ventilation shaft under the window in Blender by creating a space, extruding, beveling edges, duplicating and separating geometry, and applying a wireframe with tuned thickness for cyberpunk detailing.
Model a cyberpunk fan in blender by shaping a cylinder, extruding blades with loops, applying subdivision, deleting back faces, and aligning the origin to the 3D cursor for game-ready rotation.
Build a shopfront column by organizing parts into collections, parenting elements, and extruding and beveling the tapered form, then duplicate with an array modifier for a cohesive game asset.
Create column v2 variation by adding a cylinder, adjusting its radius and depth, and aligning it in orthographic view for a cyberpunk neon-lit look.
Blender: model the side pillars by cleaning unwanted faces, shaping a precise cube, and using an array to align them to the wall for Unity HDRP game-ready geometry.
Create a side pillar and shopfront columns, then model the canopy and roller shutter frame in Blender using extrude, inset, edge loops, and the solidify modifier.
Create a roller shutter frame in Blender by isolating the shutter piece, extruding, and using an array to replicate segments, while testing alignment with the shop front and pillars.
Learn to merge geometry by joining roller shutter parts, merging vertices, deleting internal faces, and creating a single, cohesive frame and canopy, then organize them into a dedicated collection.
Delete backfaces in Blender using edit mode and X to remove unseen back faces, verify orientation with overlays, and reduce geometry from many faces to 259 faces and 520 triangles.
Model a neon tube on a roller shutter in Blender by using a cube, adding edge loops and bevels, then extruding to form the neon light.
Convert geometry to quads to improve shading, using bubble and knife tools to connect vertices, then apply auto smooth normals for neon light assets.
Create and texture neon signs in Blender, extrude borders, apply a solidify modifier for depth, and organize signs into a collection for Unity HDRP.
Model a wall behind the signs by extruding from a cube to form the top wall with pipes, maintaining clean topology for future rooftop details in Substance Painter.
Create modular pipes in Blender by modeling cylinders, adjusting vertex counts and radii, and using array and offset loops to build multiple sections. Extrude along normals, apply transforms, and smooth.
Learn to create curved pipes in Blender using curve modelling, adjust control points for smooth bends, set depth and resolution, subdivide for refinement, and convert to mesh for final geometry.
Refine the shop front by adjusting the wall and pillars, placing neon lights and signs in front of the wall. Extrude edges, apply transforms, and duplicate pipes to add depth.
Learn to create hanging cyberpunk wires in Blender using curved pipe techniques, adjust subdivisions for shape, add subtle depth, and attach wires to walls for in-game detail.
Create your own wire from a pipe in Blender using a BCA curve, set origin points, subdivide to three points, and adjust depth to 0.009, then share results in Q&A.
Adjust the top wall in Blender in edit mode, using x-ray view to contract the back section, keep the pipe clear, and plan modular shopfronts for clean 90-degree changes.
Create neon text for a cyberpunk sign in Blender by using the font selector add-on to preview free fonts, then extrude, convert to mesh, and optimize geometry.
Learn to create neon text signs in Blender for a cyberpunk storefront, duplicating signs, selecting an expansive italic font, applying extrusion, bevel, and converting to mesh.
Create a blockout reference for a cyberpunk scene in Blender and Unity HDRP, refining geometry with edit mode, extruding and dissolving edges, shaping a window, and adding an electric generator.
Place the 3d cursor at the world origin, create a cube, delete faces to form a shopfront plate, then use isometric view and edge loops to model matching windows.
Model a cyberpunk shopfront in blender using inset faces, extrude, and edge tweaks to match the reference, then organize as shopfront v2 for the future generator box.
Model the electric box in Blender using a cube and curved pipes. Parent the box to its parts and place them in a new collection.
Block out a new top wall by extruding and connecting faces behind the sign, then add six neon lights to form neon bars, and save with a visible wireframe.
Model a cyberpunk top wall in Blender by using curves for neon lights, aligning to the top wall variant, and applying an array while keeping curves unconverted for easy edits.
Create neon text signs in Blender, duplicate and adjust fonts, extrude for depth, lower geometry through resolution, convert to mesh, and clean back faces for cyberpunk shop signs.
Create the upper-floor wall above storefronts in Blender, forming a cube, cutting faces, adding cyberpunk-style windows with loop cuts, extruding and beveling edges, and aligning with the top wall.
Create neon wires between buildings using curves, convert to geometry, and apply smooth shading and auto smooth for realistic, glowing cyberpunk neon lighting.
Create external shopfront side signs in Blender using cubes, insets, extrusions, and loop cuts, then duplicate, refine edges, and organize the signs into a side signs collection.
Model a standing cyberpunk street sign in Blender by extruding a thin base, beveling and rounding edges, and applying auto-smoothed normals for a metallic look for Unity HDRP.
Block out a large hotel in Blender using a cube at the world origin. Shape the facade with extrude, inset, and taper to create doors and windows.
Learn to model a hotel base in Blender by blocking, adding loop cuts, extruding walls, beveling edges, creating a doorway and windows, and applying glass textures with a hotel title.
Learn to create and place 3D text in Blender, adjust the font and size, extrude with depth, and clean back faces for a low resolution hotel text.
Model and block out the hotel upper floors in Blender, creating a balcony area and windows with rounded details using extrude, bevel, and edge loop techniques to ensure seamless joints.
Model the hotel upper floor in blender by creating geometry, extruding balconies, and refining edges with loop cuts, insets, and bevels, then smooth normals for a polished look.
Create a holographic neon globe sign for a cyber hotel. Wrap text around a rotating UV sphere using wireframe and bend modifiers to achieve neon glow in the game engine.
Create low-poly modelling for drainage props in Blender, including a manhole cover and sewer cover, by modeling with cylinders and planes, then extruding, insetting, scaling, and using an array modifier.
Create high poly shopfront models by duplicating low poly versions, applying bubble and subdivision modifiers, adding edge loops and bevels for rounded detail, and shade smooth for a polished look.
Create a high-poly grid for the shopfront by using a low-poly plane with a transparency map, then apply subdivision and crease edges for a smooth wireframe look.
Learn how to create a clean high-poly fan in blender hdrp by balancing high and low poly, applying shade smooth, adjusting subdivisions, and adding loop cuts for detail.
Build the high-poly shopfront v2 in Blender, apply edge loops, bevels, and subdivision surfaces, and refine smoothing and auto smooth normals for Unity HDRP.
Learn to create high poly columns in Blender by duplicating with an array, refining with subdivision surface and edge loops, and using extrudes for sharp edges and smooth surfaces.
Build high-poly and low-poly variations of a column, side pillar, and roller shutter in Blender using modifiers, bevel, subdivision surface, loop cuts, and texturing for inside and outside surfaces.
Model a high-poly canopy with solidify, subdivisions, offset edges, and fabric-like detailing, then create a low-poly shutter using duplication, extrusion, and array, achieving a game-ready, HDRP-friendly look.
Create a high poly neon light by refining the metal body with edge loops and subdivision, then smooth edges to emphasize the neon frame.
In Blender, sculpt high poly pipes using subdivision surfaces, hard edges, and selective extrusion to add bolts, preparing for texture work in Substance Painter.
Refine high-poly cyberpunk assets with subdivision surfaces, edge loops, and bolts on pipes, then sculpt sharp top walls and neon bars for emission glow in Unity HDRP.
Create a high-poly electric box in Blender using subdivision, knife, extrude, and edge loops to add a vent, door, handle, and logo, then cover smoothing and normal map baking.
Add detail to the high poly electric box and pipes with subdivision and edge loops, then sharpen edges and apply smooth shading for a more realistic look.
Apply subdivision surface and add edge loops to refine the upper floor in Blender, adjust sharpness with loops, switch between edit and object modes, and prep geometry for Unity HDRP.
Craft high-poly side signs in Blender for Unity HDRP by smoothing with shade smooth, adjusting normals and auto smooth, and using subdivision with bevels and edge loops.
Refine a high poly standing sign in Blender through subdivision, edge looping, and bubble edge adjustments, balancing shape and texture planning for top and bottom details.
Learn to optimize a high-poly hotel base in Blender by removing unnecessary faces, duplicating geometry, applying bevel and subdivision surface, and adding edge loops for smooth, sharp details.
Explore creating a high poly hotel upper floor in Blender, refining from a low poly version with loops and subdivision, adding glass window details and solidify for Unity HDRP.
Model high- and low-poly drainage components in Blender for a cyberpunk Unity HDRP scene, detailing sewer and drain covers, holes, extrudes, and subdivision for smooth geometry.
Explore UV unwrapping to convert a 3d object's surface into a 2d texture that wraps around it, from cubes to more complex shapes, with automatic joining of edges.
Unwrap a low-poly shopfront in Blender, removing hidden faces to optimize the texture map, then use Smart UV Project, cube projection, and seam marking to pack islands.
UV unwrap the shop front, straighten edges with scale zero to fix seams, and preserve topology; then pack all pieces into a single texture atlas for export.
perform uv unwrap and pack shop-front textures into a 4k map, align walls and windows, and verify seamless edges with a checker map for high-quality textures.
Learn how to precisely unwrap a shop handle in Blender by isolating the handle, marking seams, cutting edges, and performing a clean UV unwrap with checker textures.
Learn to unwrap the fan and the great by applying seams, using uv editing and wrap, and creating a 2k texture map shared between the two parts.
Learn to optimize a cyberpunk shopfront model by removing unnecessary geometry, marking seams, unwrapping uv maps, and packing islands for clean texture maps in blender.
Unwrap a Blender column for Unity HDRP by removing the array modifier, marking seams, and creating a clean UV layout for a seamless texture across pieces.
Learn to unwrap a column in Blender, mark seams, and adjust the UVs with proportional editing and axis scaling to straighten edges and prep for packing islands.
Master UV map packing for columns by arranging clean islands, rotating textures for efficient space use, and scaling them to a consistent size for high quality, uniform textures.
Trim unnecessary faces, apply the array to create geometry, unwrap the bottom, pack UV islands, adjust the top face, and assign the texture map in Substance Painter for aligned pillars.
Learn to uv unwrap a roller shutter piece in blender, marking seams and separating top and bottom parts to minimize warp and prepare color and alpha textures.
Learn to prepare a roller shutter model in Blender for Unity HDRP by applying modifiers, performing UV editing with cube projection, packing islands, and removing unnecessary faces.
Pack textures for a cyberpunk canopy and roller shutter by arranging, scaling, and snapping UVs in Unity HDRP, ensuring proper detail, resolution, and seamless wrapping around all pieces.
UV unwrap neon light and pipes in Blender by marking seams, using cylinder projection and layout checks, and packing a cohesive 2k texture for neon and metal assets.
Master uv unwrapping for a neon sign by placing seams, unfolding the piece, correcting warp, and preparing four k textures with Photoshop or Substance Painter.
Learn to optimize a cyberpunk sign in Blender by revising base geometry, applying unwraps, and correcting jagged edges, while preparing a neon sign V3 for integration in Unity HDRP.
Unpack and texture pack signs, drainage, and sewer covers in a single texture map using UV editing, seam marking, project from view, and UV wrap for memory efficiency.
Unwrap and texture the top walls in Blender cyberpunk for Unity HDRP using UV wrap, layout, and vertex tweaks; neon bars use a simple emission with no UV mapping.
learn how to UV unwrap an electric box by placing seams, marking seams, and using projection, then refine textures with 2k maps for a seamless texture result.
unwrap the upper floor in Blender, cut out the window and frame, and mark seams to create clean texture islands for a single texture map.
Pack the upper floor by selecting all visible pieces, rotate and scale to fit, align edges, and apply a texture map with bake detailing for a clear, well-covered cyberpunk scene.
Master uv unwrapping of a neon sign in blender, marking seams on the frame, bar, and inner sign, then unwrap with projection from view to align textures for hdrp-ready assets.
Remove the side bar from the sign, update the model to V2, adjust the high-poly as needed, and unwrap and wrap the textures into a texture map with sufficient resolution.
Learn to lay out and assemble the side signs, apply seams, unwrap UVs, and align textures for the base and screens, using checker textures for preview.
Master uv unwrap of a hotel base in blender, using seams, islands, and project from view to produce a clean texture map for walls, doors, and windows.
Take on the final UV unwrap challenge for a complex hotel open floor, applying all techniques learned so far to wrap the piece.
Learn to UV unwrap a hotel upper section in blender, using seams, separate textures, and projection from view to align walls, window, and balcony textures.
Pack textures for the hotel upper by editing UVs and applying a 4k texture map. Align walls and window textures for a seamless wrap and consistent layout.
Begin with Substance Painter for texturing, download from the Substance 3D site, start the 30-day free trial, and install the latest 2019.3.3 via the launcher (about 1.74 GB).
Export the low poly shopfront v1 as fbx with only the selected mesh after smoothing normals and disabling auto smooth, then export the high poly version after applying modifiers.
Learn how to bake mesh maps in Substance Painter, transferring high-poly details to a low-poly model and generating normal, ambient occlusion, curvature, position, and thickness textures for 4K textures.
In substance painter, learn to paint textures by organizing layers and folders, compare materials versus smart materials, and adjust color, roughness, and other layers for wood textures.
Apply a concrete simple wall texture, adjust color and dirt with a dirt mask, and enhance surface with a normal map before future hand-painting details.
Create tile-based wall detail using a normal map, bevel corners, and a repeating pattern; paint masked areas in perspective, then adjust height, pattern size, and roughness for weathered cyberpunk texture.
Weather the wall with a fill layer of color. Use a black mask with smart masks for moss, adjust the grunge map and opacity, and save a reusable smart material.
Learn metal detailing workflows in Substance Painter, adjusting bubble depth and normals across 1K and 4K textures, and building smart materials to craft cyberpunk metal walls.
Apply metal textures in HDRP by masking the metal area with a black mask and polygon fill, blend smart materials like steel stain, and tune dirt, roughness, and metallic values.
Learn to create and apply smart materials for door handles and frames, using metal and gold presets, masking, roughness, height, dirt generators, and plastic frame color to add edge detail.
Create a wooden door texture as a smart material, adjusting color, roughness, scratches, and edge dirt, with normals and height enabled. Move to a glass material in the next video.
Paint glass with opacity using the PBR metal with alpha blending shader, adjust roughness and ambient occlusion, and create a glass smart material for export texture maps.
Export shopfront v1 textures for Unity HDRP by selecting the Unity HDRP render pipeline, exporting base color mask, normal maps, and opacity in grayscale at 4k, and organizing output.
Export the fan mesh from the Blender cyberpunk scene by duplicating and separating objects, applying modifiers, turning off auto smooth, and exporting the selected mesh as an FBX with materials.
Bake a 2k normal map from the high-poly model and export the texture to the project. Create an opacity mask to reveal the grate and apply alpha-blended pbr.
Texture the fan model for a cyberpunk scene by applying metal materials, black masks, dirt, curvature, and roughness, then export 2k textures with alpha maps for Unity HDRP.
Export shopfront v2 low poly and high poly assets from Blender, set smoothing and auto smooth, select the mesh, and export fbx for texturing in Substance Painter.
Bake all mesh maps from a 4k shopfront texture in substance painter, then texture a wall with smart materials, masks, and tile adjustments to align details.
Create a metal details layer to apply normals on hard-surface metal, place bolts and a handle for a cyberpunk look, and prep procedural materials to follow normals.
Apply metal texture details by anchoring the texture to the correct point, selecting the metal smart material, and refining masks and uv chunks to place metal on the window frame.
Set the shader to a PPR metal roof with alpha blending, enable the opacity channel, and adjust the mask to ensure correct shop front v2 textures.
Separate column V1 and V2 to avoid shared texture space, export low-poly columns with shade smooth off and auto smooth off, export high-poly versions for texture work in Substance Painter.
Texture the columns in Substance Painter at 4k, building concrete color, dirt, mold, and glow emission with ambient occlusion. Export textures for Unity HDRP using smart materials and channel setups.
Bake a high-poly side pillar from a low-poly model, bake occlusion, apply concrete smart materials, adjust texture size to 1k, fine-tune color and height, and export textures for Unity HDRP.
Access and download free materials from Substance Share, log in, and import a smart material into the Substance Painter shelf for a roller shutter workflow.
Duplicate and separate roller shutter parts to prevent map overlap, align low- and high-poly versions, and export selected objects as FBX with clear suffixes for texturing in Substance Painter.
Import the roller shutter into Substance Painter and bake the mesh maps. Build a metal material with scratches, dirt, and a blue tone using masks and generators.
Finish roller shutter assets by applying yellow stripes and weathered fabric textures to metal surfaces, adjusting masks, dirt, grunge, and color blends, then export textures for Unity HDRP.
Export neon lights and pipes together after confirming they share the same texture, adjust spacing, duplicate and arrange pipe variants, then export low-poly objects and high-poly versions as an FBX.
Texture pipes with metal layers, masks, and emission to create a cyberpunk look, baking maps 1k–2k and adding dirt. Export textures for Unity HDRP, adjusting color roughness, height, and emission.
Texture low-poly cyberpunk signs in Substance Painter, project artwork onto each sign, add dirt, roughness, and neon accents, and export fbx textures for Unity HDRP.
Texture the top wall by exporting low and high poly meshes from Blender, bake maps in Substance Painter, adjust normals with replace, rotate textures, and export for Unity HDRP.
Texture the electric box in Unity HDRP using Substance Painter; export HP and low-poly FBX, apply steel chipped paint, dirt, and micro details with anchors for bolts and panels.
Texturing electric box pipes in Substance Painter by layering dirt, micro height details, and color noise on steel and plastic pipes, using masks and generators.
Create adjustable handles and refine a cyberpunk electric box by erasing normals, applying grunge textures, tuning roughness and metallic values with masks, then export textures for Unity HDRP.
Replace the angled upper-floor window with a simple behind-frame plane, fix UVs and normals, and export low- and high-poly assets for Unity HDRP with baked maps.
Texturing the upper floor uses smart materials, masking, and dirt and grime to render concrete, metal, and glass with ambient occlusion and realistic normals, export-ready for Unity HDRP.
Export side signs from Unity HDRP project by splitting front and back faces, adjusting positions, and exporting low and high poly FBX for Substance Painter workflow.
Texture the side signs in Substance Painter by baking maps, applying masks, and painting color, roughness, and emission for a cyberpunk Unity HDRP scene.
Apply smart materials to metal and glass sections of the cyberpunk signs in Unity HDRP, adjust masks, add a new texture channel, and export textures for the Unity pipeline.
Texture the hotel base for cyberpunk in Unity HDRP by exporting the base, importing to Substance Painter, and building a concrete wall with color, roughness, ambient occlusion, and smart masks.
Finish the hotel base by creating and saving smart materials for walls and windows, applying yellow emission with a black mask, and exporting textures for Unity HDRP.
Texture the hotel upper floor in a Blender cyberpunk workflow by baking normal maps, applying wall textures, bronze details, dirt, and glass doors, using Substance Painter and Unity HDRP.
Apply neon pink emission and subtle dusty grunge textures to the hotel upper floor, use a dust mask, adjust opacity, create an emission folder for the strip, and export textures.
Fix missing shop and hotel floors in Blender by separating floor meshes, aligning pivots, unwrap UVs, bake textures in Substance Painter, and export to Unity HDRP with 2k textures.
Texture sewer covers and drain grates from Blender into Unity HDRP, using 2k textures, baking maps in Substance Painter, applying smart materials, dirt, dust, and metal finishes.
Create a street in blender by blocking a plane, aligning with a shop, doubling its width, using a mirror modifier, setting UV mapping, and exporting as FBX.
Learn to texture a road with puddles in a Unity HDRP workflow by baking maps, applying alpha-blended PBR materials, and using glass masks to create water reflections.
Prepare and export a Blender cyberpunk scene for Unity HDRP by removing high-poly objects, keeping low-poly versions, and organizing pivots and groups to match the Blender layout in Unity.
Organize the Unity hierarchy by grouping shop assets into a shop collection, then set precise pivot points and origins (bottom left, center of mass) for accurate snapping and animation.
Set up export order in Blender for Unity HDRP by converting curves to meshes, setting pivot points, and organizing a correct hierarchy before exporting to FBX.
Export Blender assets for Unity by setting pivots and origins, organizing into collections, parenting to the hotel base, and exporting each piece as FBX for HDRP.
Install Unity through Unity Hub using the personal free plan, select desktop modules, and create an hdrp project with a sensible name; manage multiple installs and troubleshoot name length issues.
Explore Unity's high-definition render pipeline and basic interface, including scene view, hierarchy, inspector, project window, console, and game view, plus importing assets and basic lighting setup.
Delete unused assets, import cyberpunk textures and prefabs, and create HDRP lit materials using albedo, mask, normal maps, and apply alpha clipping for transparency.
Explore using free hdr textures from hdr haven to create hdri backgrounds in Unity hdrp, convert to cube maps, and adjust exposure for realistic sky lighting.
Apply asphalt normal map to the ground plane and paint terrain layers. Position and duplicate shop front components, adjust pivots, and update the prefab for a cohesive cyberpunk scene.
Position and light the window and door areas by duplicating lights, adjusting quads and planes, and applying materials and overrides to the prefab in Unity HDRP.
Create a dark, smooth rubber-like wires material for the shopfront, and apply a texture with a sharper highlight. Set up window lights and blinds across V1 and V2.
Drag the floor into the scene, unpack the prefab, and copy values to align the shop floor; create a material with base, mask, and normal maps; neon lights come later.
Create and fine-tune neon materials in Unity HDRP using emission intensity and color variants, preview real-time lighting, and apply multiple neon signs to a shopfront prefab.
Duplicate shops, snap them at zero point two meters, and align for seamless shop fronts. Unpack prefabs and create an empty robo repair margin to organize the hierarchy.
Duplicate shops to create upper floors, move them up to avoid flashing from overlapping faces, and switch on the upper floors. Test gaps for light leakage before proceeding.
adjusts floor positions and prefab alignment to remove lines, tests emissive lighting to prevent bleed, and adds pipes and electric boxes to create a richer cyberpunk shop facade.
Assemble a shop block in Unity HDRP by duplicating parts, snapping to 90-degree angles, and adding a shadow casting cube with a solid black HDRP material to create a prefab.
Toggle neon signs, add canopies, and lower roller shutters. Convert the setup to a prefab variant for side-by-side layouts with cafe 2060 and cafe 2016.
Duplicate the first shop block, rotate the copy by minus 90 degrees, and arrange it as a second block with neon signs, lighting adjustments, and named shop fronts.
Construct an urban cyberpunk alley by duplicating shop blocks into an e bank with neon signs along the wall. Only active elements render, next up: hotel and lighting.
Build the hotel in unity hdrp by placing and rotating the hotel prefab, duplicating floors, and applying textures. Set up lights and window blinds for the hotel.
Duplicate hotel fronts, snap them into place, apply a red neon material, and create an empty game object to organize prefabs and lighting with hdr directional light for clear shadows.
Extend a cyberpunk city scene in Unity HDRP by duplicating shot blocks and refining entrances and shopfronts to create a seamless, expansive streetscape, while adjusting lighting and shadows.
Adjust ground textures by tiling, darkening, and tuning metallic and smoothness for a wet, reflective look; place drain grates, sewer covers, and puddles, then rotate HDR reflections for realism.
Create a wine bar scene by arranging shot blocks, animating camera movement, and customizing shopfronts with signs and canopies, then add ground details like sewer covers and puddles.
Create a puddle material in Unity HDRP by adjusting transparency, translucency, diffusion profile, and coat mask to achieve water-like ground reflections.
Block out the background by duplicating and repositioning buildings, tune terrain metallic and smoothness for realistic wet puddles, and organize puddles and shops to vary visuals and lighting.
Experiment with alternative pipe materials in a Blender cyberpunk scene in Unity HDRP, adjusting textures, normal maps, and smoothness to achieve consistent metal looks across multiple pipes without altering originals.
Demonstrates placing an aerial area light in a Unity HDRP scene to cast shadows on buildings, adjust color temperature, range, and intensity for a believable cyberpunk nighttime look.
Explore creating neon lighting in a cyberpunk scene by adjusting emission intensity and colors, applying real-time emission, and baking lighting, then developing varied windows and shop lighting with blinds.
Explore extra emission techniques to illuminate neon signs and a globe, adjust emission intensity and alpha, and create transparent, emissive materials in Blender cyberpunk in Unity HDRP.
Explore how to adjust globe materials in a cyberpunk HDRP scene by tuning base map colors, emission, and readability of overlaid text as you rotate the globe.
Create a quick globe rotation by scripting an update method that rotates the globe around the z-axis using a public speed value in Unity HDRP.
Place neon wires in alleyways of a Unity HDRP scene, adjust pivots, rotation, and scale to fit walls, and apply varied neon materials with a reusable prefab.
Mark all scene objects as static and set up a reflection probe to bake ground and window reflections, enabling screen space reflections and adjusting probe resolution before baking light maps.
Learn to bake a lightmap in HDRP by testing with low-resolution previews before a full bake, then fine-tune lights, shadows, and emissive elements for realistic lighting.
Switch off shadow casting for the globe and text, adjust the lightmap resolution, update the reflection probe, bake lighting with HDRP exposure up to 10, and optimize for 60 fps.
Adjust puddle materials in a Unity hdrp scene by lowering reflectivity and refining edge detail, then import free pbr assets from the Unity Asset Store to enrich the cyberpunk environment.
Place cyberpunk props in a Unity HDRP scene, adjust HDRP materials and textures, mark assets static for lightmapping, and create prefabs for dumpsters, gas bottles, crates, and boxes.
Create a glass sign in Unity HDRP using a 2k texture with alpha transparency, split into three parts, with a double sided material and a looping texture offset animation.
Learn to prepare high quality light maps by hiding unseen geometry, isolating objects, and baking occlusion culling data to speed up rendering.
Save your scene, then bake high rez light maps with 40 resolution, 3 padding, and 1024 light map size, compressing results and adjusting settings if bake times grow.
Explore baked lightmap results in a Unity HDRP scene, with 49 directional light maps, reduced lightmap resolution, and refined shadows, color bounce, and object integration.
Learn to refine puddle reflections in Unity HDRP by tuning shader parameters, removing mast map, and deploying multiple reflection probes with influence volumes for seamless, realistic reflections.
Create and customize a sky and fog volume in Unity HDRP, using HDR sky with exposure, adjust fog attenuation and height, and enable volumetric fog for realistic light scattering.
Explore post-processing in Unity HDRP for a Blender cyberpunk scene, tuning exposure, bloom, chromatic aberration, color grading, ambient occlusion and shadows, and lift gamma gain.
Adjust the terrain's metallic and smoothness to control ground reflections, and blend land and sky probes with the default material to achieve realistic puddles.
Explore how to blend reflection probes in HDRP by adjusting blend distance, influence volume, and multipliers to soften reflections and create seamless puddle and window reflections.
Create a C# script to rotate fans around the y axis in a Unity HDRP scene and apply it to selected objects. Troubleshoot a black screen shader workaround during play.
Complete the project by modeling in Blender, texturing in Substance Painter, bringing assets into the Unity HDRP workflow, setting up reflections, materials, and lighting, and recording your own videos.
Cyberpunk is a vibrant, exciting and neon drenched game environment appearing in more and more video games.
In this series I am going to show you a professional production process for creating both low poly and high poly modular game assets for creating a cyberpunk city for use in the Unity High Definition Render Pipeline (HDRP)
We will be modelling in Blender 2.82, where I will be showing you lots of cool techniques, shortcuts and best practices. We will be UV unwrapping the models to ensure we get high quality professional results.
We then jump over to Substance Painter 2019, one of the leading procedural texturing applications used in the game design industry today. I will be showing you how to create 4K multi layered materials that have that wow factor and the realism that is expected in today's game industry. We will also be covering opacity layers and emission channels for the neon glows.
Finally we take our optimised low poly 3D models with High Definition texture maps into Unity and set up and render a realistic scene using the HDRP settings in Unity which have some of the most realistic and impressive lighting and rendering capabilities in any game engine at the moment.
By the end of this course you will be very confident with making and texturing your own game objects. You will have an impressive piece you can include in your game design portfolios.
So why not enrol today and I look forward to seeing you in my course.