
Create a new Unity 3D project in Unity 2019.4.1, save it to a location with an export name, then add a cube and practice moving, rotating, and scaling.
Create an 800 by 800 terrain at height 2000 for an abandoned house, adjust pixel and texture resolutions, and sculpt mountains and coastlines with brushes and stamps.
Place a seaplane and extend the sea with water material. Explore the villa prefab and adjust the fps controller, then bake lighting.
Bake lightmaps to enhance shadows in the abandoned house scene. Mark objects as static, configure the sun as mixed, and set texels per unit to preview lighting before generating.
Paint snow on mountain terrain by adding a snow layer and adjusting brush strength, size, spacing, and rotation, then refine top-edge details with concavity and post-processing.
In this Unity level design lecture, unpack a lighthouse prefab, fix shadows with light maps, paint a moss grass base, and organize fences with a gate to contain the player.
Design a back garden by placing and aligning fences and a gate, adjusting ground level and angles to constrain player movement and enhance level design visuals.
Import and apply grass textures from clipart, set alpha transparency, adjust noise spread and brush size to paint an overgrown garden, then test performance with a first-person view.
Add rocks to the abandoned house level by importing photo-scanned mountain assets, placing and scaling them, and blending their materials for realistic light baking.
Learn to populate an abandoned house scene in Unity by painting ivy on the front garden path, gate, and tree, using the ivy generator, remeasure, and adjust density and spread.
Organize exterior props into a dedicated house props object, mark them static, and place outdoor elements like chairs and rugs using prefabs, while planning interior room layouts.
Create a bathroom layout by placing a quad floor, bath, toilet, sink, and a reflective mirror with a reflection probe, then distress textures and bake reflections.
Paint ivy on the outside of the abandoned house, adjust reflection probes and colliders for accurate surface clinging, and use IP set for painting ivy with precise brush settings.
Place and manage ivy along the side of the house in Unity, using painting tools and various colliders (mesh, box) while testing performance and keeping ivy groups separate for safety.
Cut a hole in a kitchen counter with a Blender boolean, then place and align a sink, export the assembled model to Unity, and apply basic normal and material fixes.
Learn to texture a mirror in substance painter for a Unity-ready abandoned house scene, using smart masks, wood textures, roughness, metallic, and exporting albedo, metallic, smoothness, and normal maps.
Import and set up a bathroom mirror in Unity, assign a material with albedo, metallic, and normal map textures, adjust UVs, and ensure the mirror is static for light mapping.
Import the microwave into Substance Painter, bake maps, and create textures with normal, base color, roughness, and metallic channels. Export Unity-ready PBR textures for the kitchen assets.
Import and apply bathroom textures in Unity, assign albedo, metallic, and normal maps to the toilet and tub, tile the floor, and place scaled toilet paper props with lighting.
Explore creating and applying decals in Unity using textures, normal maps, and alpha transparency, with static decals baked into lightmaps for a realistic abandoned house scene.
Learn to illuminate an abandoned house by configuring light maps, placing a mixed light source, adjusting intensity and range, and separating window lighting for realistic interior shadows.
Learn how to prepare and bake light maps in Unity by converting lights to baked area lights, marking static geometry, and adjusting width, height, and intensity.
Bake a final lightmap for an abandoned house in Unity by adjusting lighting, managing texel density, and optimizing lightmap resolution to balance detail and performance.
Learn how to bake lightmaps in Unity, including shadow masks, baked directionality, and reflection probes, and evaluate performance and texture quality in an abandoned house scene.
Master adding colliders to objects in the abandoned house scene, using capsule and box colliders, adjusting bounding volumes, and testing to prevent walking through obstacles.
In this course I will be showing you a professional workflow for creating a level from a blank scene through to completion that is inspired by the video game: "The Last of Us".
We will be using free props and models collected from various places online and I will be showing you how you can modify them in Substance Painter to make props fit within an environment that meets your vision.
We will be covering the following:
Terrain sculpting
Painting terrain textures
Arranging flowers, grass, ivy, rocks and trees
Level layout of an abandoned house
Re-texturing assets in Substance Painter
Creating decals in Substance Painter
Lighting and baking lightmaps in Unity
Using post processing volumes
Adding environmental sounds
Recording video within Unity for your portfolios
By the end of this course you will have developed the skills needed to build your own levels for your own games.
I look forward to seeing you in the course
Music by Jason Shaw: from freemusicarchive