[Unity Editor] Brief process and key points of Unity scene production

1. Split the model according to the original painting.
2. Make the models you need (there will be some models here to find materials for modification)
3. Separate all the models and export each model separately for editing. This will help with the variety of your scenes.
4. After splitting the model, place it in the Asset folder and set it up.
5. After setting up the model, try to develop a good habit of saving prefabs. (It is very helpful for later modifications)
6. Edit the scene. (The importance of group editing)
7. Precautions for lighting, lighting, light probes, reflective balls, character lights, and walking roads
01. Lights will illuminate surrounding objects in a wide range. It is best not to stick too close to the ground. Lighting settings. (Otherwise there will be a small dot on the ground), main light: usually one main light and one fill light. The key light opens up the shadows. There are reference pictures.
02. Light probe production: After creating the light probe, you need to place the light probe. Things to note when placing the light probe:
A. More light probes need to be placed, especially in places with shadows and excessive lighting, because it is easy to cause light and shadow. The recognition is wrong (I used grass to test this, and it can be clearly seen that the transition is unnatural)
B. More probes are needed in places where the light (point light source) is excessive, so that the light color changes more naturally. If it is broad daylight, only light and If the shadows are excessive, just add more. (Point light sources can illuminate a certain level for baking)
03. Reflection is mainly used to adjust the degree of influence on the model.
04. Use Layer to identify the character’s light. 05. Production of Navmesh walking surface (open AI in the window to Navmesh, and then just adjust the radius and height to create it. This surface is made separately and baked). Be sure to pay attention to whether the navmesh of the walking road that needs to be baked is checked.

Integrate scene
1 and delete everything except what the scene should be.
2. The camera of the scene is added in post. (Necessary communication)
3. Layer settings of the scene (Necessary communication)
4. Action skinning. Here we mainly pay attention to the levels of bones and some levels of hanging points.
5. After all inspections are completed, submit the scene.

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Origin blog.csdn.net/Mq110m/article/details/126685464