Thank you, a great information packed video. I like the calm atmosphere of your videos, clear voice and straight to the point information. Don't ever change that, it is perfect.
Hey man, nice video. And let me tell you why I say that. It is very relaxing, with the music and your tone of voice. It is easy to just relax, thinkabout something , enjoy the calming music , and also learn something, because the information is very easy to digest. With the new pop out video feature, and while I try to work on my own world, I plan to watch a lot of your videos.
I've just started learning Unity last month and your videos help me a lot! Thank you so much man. (I tried to make my map as beautiful as yours but my laptop just couldn't handle it lol)
That's awesome to hear! It sucks though that your laptop can't handle your maps, maybe you could try a low poly style for your graphics to improve performance?
This is great content, I see you haven't uploaded anything for a year, I really hope you haven't given up, the world needs more people sharing this kind of knowledge!
Awesome tips! And just when I started to work on a bigger projects :) Maybe make a video how to optimize really large terrains and landscapes? That would be super useful, especially since I'm working on VR.
Thanks, I really appreciate it! For performance here's a really good page that should help you out a lot. cgcookie.com/articles/maximizing-your-unity-games-performance I learnt most of what I know about performance from pages like this and Unity talks that are all available on UA-cam
Great tutorials! Very detailed explanations of the settings for each Tip. Thanks for putting this together. Please create a tutorial on Baking complex lighting in a scene with a Day&Night cycle.
Wow it's been a while since i haven't seen you ! So much pleasure to have a notifications with your name in ! Guess it will be really useful as always ! Thank you so much for this video !
I love your tips and tricks videoes. They are among the best unity related videoes on youtube, simple and straight to the point. Release a new video soon! Don't know about what topic, but I bet you can find something. HDRP is all the rage now, so maybe something about that?
Ahh, now I know why my lighting probe had no effect while I was following ur sunset video, I overseen that there was a box to position and expand! Mine appearently respowned under the lake, hmm.. This volumetric lighting looks real nice tho.
This is the best presented graphics video I've seen. I learned a lot. I've been making a game with hdrp and my graphics are still mediocre but somehow you still managed to make the default rp look so good. I'm thinking I might rebuild the project in default rp, especially after this video. Only problem is the time it will take.
It's awesome to hear that you liked the video :D I prefer using the standard rp due to how quick I am with it and how simple it is in setup compared to HDPR, I assume you feel the same way with the standard rp. I personally would only use HDPR if I wanted to use the exclusive features like ray-tracing, other than that you can get all the other effects like volumetric lighting working perfectly fine in standard unity with a couple assets. If you do decide to convert to the standard rp I hope it all goes smoothly and doesn't take too long. Good luck with your game development :)
Great video thanks. Please could you do a series on how to use and to get the best out of Vegetation Studio Pro as the authors seem to think everyone already knows how to use this awesome but complex toolset? And more tips and tricks videos as they are so good.
Thanks 😊. Unfortunately, I have never worked with vegetation studio before. However, I did find this online guide that you might find helpful: www.awesometech.no/index.php/home/vegetation-studio/getting-started/ It is a little old but I couldn't find any other newer videos or documentation so hopefully it is still relevant.
Hi Sketch, really great video, as usual ! Could you take some time to explain clearly the Detail Resolution Per Patch and the Detail Resolution parameters for terrains ? I can't find really clear explanations of them. Thanks !
Thanks, I really appreciate it. Here's a quick overview of the different terrain components: ⦿ DETAIL RESOLUTION: This value refers to the number of pixels in the detail resolution map which relates to the placement of detail objects (the tab where you add your tree prefabs etc), the higher this value to greater precision you will have in placing these objects, additionally, this will also dictate how many detail objects can be placed within a given square region of your terrain (known as a detail patch). Therefore, it is important to increase this value if you increase the size of your terrain. Large values will, in turn, increase the file size of the resolution map and will lower performance. ⦿ DETAIL RESOLUTION PER PATCH: The detail resolution per patch is directly related to the detail resolution and specifies the size of each individually rendered detail patch (don't get this confused with detail resolution which is the size of the entire map (file), detail resolution per patch specifies that entire map divided into the different patches). This dividing process creates a grid, which means that your value is squared. Larger values will create larger patches which will reduce drawcalls and actually aid performance, however, at very high values it might increase triangle count due to how Unity culls these patches. Hope this helps 😊
@@sketch3436 thank a lot, it helps and I am going to run some tests to fully understand these features. Something else : do you work with HDRP or standard pipeline ?
@@chrysagon1 I'm more familiar with standard pipeline but I have been working more and more in hdpr, eventually, I'll like to do some follow along tutorials in hdpr
@@sketch3436, we are all waiting for your next video ! Well at least me, confined at home in France. Hope you are well and safe from that virus. I am still interested by difference between detail resolution and detail resolution per patch by the way.
The scene at 0:12 looks absolutely amazing. Especially the trees on the left side. Are you using translucency / subsurface scattering to achieve the look of the trees?
That's awesome to hear, thanks. There isn't too much to grass, so, I'm not sure if it deserves a standalone video, what aspect did you want me to cover?
Yes, that is definitely possible and a good approach if your scene doesn't change lighting. If your scene does change lighting (i.e. day and night cycle) having physical models will always be the better option.
Yesterday i made a terible mistake Sketch, when i sae your video...i forgot to subscribe lol :D. Its checkd now. Thank you for these stuff, i look forward for more :)
The grass was likely from the Forest Environment Pack (assetstore.unity.com/packages/3d/vegetation/forest-environment-dynamic-nature-150668), however, don't buy this just for grass. Unity has some good free grass in the Standard Assets pack, also comes with some trees and water which is nice: assetstore.unity.com/packages/essentials/asset-packs/standard-assets-for-unity-2017-3-32351 Hope this helps :)
@@sketch3436 Thx for responding! I'm making my own VR world and I'm trying it to make it real like u walking in a forest so I want the best shaders I have, and the Post prosessor doesn't work on the VR that's sad, but anyway keep up the good work I can't wait for more future video's!
Thanks for the video suggestion😊 If you want to start playing around with heightmap data now, all you have to do is go into the terrain settings and navigate to the bottom you should see a button called "import raw...", click this to set the terrain to a heightmap. You can download HD heightmaps from google earth using terrain.party
The eye adaptation is what got that effect, I think I also increased the intensity of the directional light other than that is is standard Unity. If you copy the settings you see in the video you should hopefully get something similar :)
@@jojoyoustudio No just standard Unity, I did use screen-space reflections and a reflections probe which improved the lighting. Does that answer your question?
I have a question. Would you recommend Blender or Unity for a realistic landscape that will later be used for a game? I'm quite comfortable with Blender, and it's close to realistic modelling. But I wanted to ask someone who knows more first.
I have not used HDPR that much so I'm not the best to answer this question, but what I found is that HDPR will allow you to achieve higher-end graphics and also have access to more effects (like volumetric lighting & raytracing) than the standard universal pipeline in its default state. However, you can still achieve high-end graphics with standard unity, so, the idea that HDPR is a must-have if you want to have good looking graphics is not true. Additionally, since the render pipeline is completely different in HDPR it can be difficult to transition from standard Unity. If you do want to maximise your graphic quality and use exclusive features like raytracing I would say go with HDPR, however, if at the end of the day you just want to make a standard game then the universal pipeline is probably the better option.
@@sketch3436 Thank you for your reply. I tried HDRP last night (I'm in the East). I found that HDRP can't even use the grass tools of the terrain.It seems that HDRP is not a good choice now If someone want to create large-scale forest scenes.
@@treelee6527 The terrain system in HDPR is not that good, to create grass you have to use models and add to the tree section. For large scale forest I would definitely stick with standard Unity for now
Iv never figured out how to get auto exposure to work. it always seems to make my indoors too bright and if I turn it down it stopes really doing anything.
Why do my shadows look grainy? The whole scene looks grainy and not the crisp clear look I had before I messed something up. The graininess doesn't move either, so when you turn the camera you clearly see it move across the view. People say turn cascades to 0, but that seems like a hack and it doesn't really work anyway. My first scenes looked great, but something has changed and I don't know what. Very disappointing to do all this work and have one unknown setting make it all look like doo doo.
@@lightningparadox Backed gi will only apply on objects that are static, so having both on is perfectly fine. For small objects baking lighting is good but for large scale scenes it will just take too long to create the lightmap data, furthermore, the file size of the lightmap data will be massive which may actually cause a performance drop. I usually only used baked lighting for interior scenes or small linear levels. Hope this helps 😊
This video is for standard Unity, HDRP uses a completely different system. For HDRP eye adaptation is known as 'Exposure', it should be on the 'Post Process Volume' by default, on this component under 'mode' change it from 'fixed' to 'automatic' this will bring up some adaptation settings that are essentially the same as in standard unity. Hope this helps :D
@@daoviettuan2002 I'm not the best to talk to when it comes to URP as I have never actually used it. When you mention assets for URP is it that the materials are not supported, like in HDRP? Cause, there is usually a fix for that
I've heard you talk about textures.com several times. But have you tried 3dtextures.me? They have the textures along with some additional maps (like normal map, occlusion map etc.).
I hadn't heard of that site before, I checked it out and it looks really good, I'll be sure to also check that site when looking for textures. Thanks 😊
@@sketch3436 Glad to help you. On a side note, I was having trouble to make some of the textures (for example: the ice textures) look as realistic and bumpy as their 3D preview looked. So, if you can make them look as realistic as in the preview, let me know how you did so.
@@sharif47 I would say that is because in the previews you can see the mesh of the sphere actually deform to the heightmap data of the materials, this is known as tessellation and the standard unity materials do not support this. You can find free tessellation materials online, however, I've never managed to find one that supports more than just an albedo and normal map ( + heightmap for tessellation), however, if your willing to spend some money CTS is a great asset for texturing terrains that will provide tessellation options. Hope this helps :D
I usually stay with the default terrain size of 1000x1000, however, for thumbnail shots I don't use the entirety of the terrain, since, close up details usually looks better than vast scale views for thumbnails. Hope this helps :)
@@pranavshaj Yeah it's in meters. If you creating a terrain for an actual game I would adjust the terrain to the minimal size you need since this will reduce the file size allowing the scene to run slightly fast and also allow you to bump up the terrain resolution without much performance loss.
@@sketch3436 Thanks mate,you are awesome. Your channel is always very informative. Learned a lot of new things . Keep up the good work. Keep growing. 👍👍
Unfortunately, I rarely use HDPR so I can't help. Here is the documentation for HDPR lighting, hopefully, this helps you out a bit: docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@5.7/manual/Environment-Lighting.html
I don't actually own Aura so I can't help you too much there. However, I did find a tutorial online that seems pretty good, it does use an additional asset with Aura but it should still give you a good overview: ua-cam.com/video/s4p0EyAV8cw/v-deo.html
The post processing used in the video is from the package manager not the asset store. You can get to the package manager by navigating to Window > Package Manager. Then search for post processing and install it into your project. Hope this helps :)
Sounds strange, I just created a new project with unity 2019.3.0f3 and the post-processing works fine. Try updating to the latest patch and see if it does anything.
@@sketch3436 Well I've done the exact same thing as on your video, with a new project too, and nothing is happenning... is it because I use URP instead of HDRP? I'm kinda new to unity. Thanks for the answers though!
@@Shiba436 That's annoying. Here is my project that I tested the post-processing in with unity 2019.3.0f3, download it and see if it works on your end, if it doesn't you might have some bugs in the core Unity files itself and should try a clean reinstall of Unity. Project: drive.google.com/open?id=1ca5pjsFyRJeWAHdf4QMHz99Ou59sFlNa
Can you please make a tutorial from 0 for idiots like me? A 100% free tutorial from creating the project up to a high quality Enviroment. That would be my dream :D
Thanks for the suggestion. At the moment my follow along tutorials are probably the closest to what your suggesting. Would you be interested in a tutorial in which you create your own 3d models and then use them to build out the environment?
Yeah, that's the biggest challenge that comes with realistic graphics. To achieve good performance the main factor is to ensure that your models are well optimised, i.e. LODs, optimised textures, etc, baking lighting is also a necessity if your scene is static. If you interested in learning more about performance I recommend you check out my performance video and also this site: cgcookie.com/articles/maximizing-your-unity-games-performance
The truth I wait to be at least beta version from unity 2020 to but from what I know so far the don't release the unty 2019.3 not beta version yet I sure soon I will be release
Unity 2019.3 is currently in beta, you can download it here: unity3d.com/unity/beta/2019.3 The 2020 Unity versions are currently in alpha you can try out 2020.1a if you want: unity3d.com/alpha/2020.1a A good place to keep up to date with the releases is the Unity roadmap: unity3d.com/unity/roadmap
I love how it honestly looked more realistic without the post processing at 1:10
You are really a generous and professional person, I will always be there for you
Thanks, I really appreciate it 😊
Don't forget to apply the normal map texture from the surface your decals go on, to your decal. this transfers the brick shape to the decal.
Thank you for your Advice
I will use it in my Videos
Can't wait for the volumetric lighting video.
Thank you, a great information packed video.
I like the calm atmosphere of your videos, clear voice and straight to the point information. Don't ever change that, it is perfect.
This is the best tutorials for graphics that I've ever seen, i know i'm watching this two years later but keep up the good work i love it.
Bonus points for using a decal from my favorite Commander Keen game ^^
Hey man, nice video. And let me tell you why I say that. It is very relaxing, with the music and your tone of voice. It is easy to just relax, thinkabout something , enjoy the calming music , and also learn something, because the information is very easy to digest. With the new pop out video feature, and while I try to work on my own world, I plan to watch a lot of your videos.
That's awesome to hear. Thanks I really appreciate it 😊
I've just started learning Unity last month and your videos help me a lot! Thank you so much man. (I tried to make my map as beautiful as yours but my laptop just couldn't handle it lol)
That's awesome to hear! It sucks though that your laptop can't handle your maps, maybe you could try a low poly style for your graphics to improve performance?
This is great content, I see you haven't uploaded anything for a year, I really hope you haven't given up, the world needs more people sharing this kind of knowledge!
Awesome tips! And just when I started to work on a bigger projects :) Maybe make a video how to optimize really large terrains and landscapes? That would be super useful, especially since I'm working on VR.
Thanks, I really appreciate it! For performance here's a really good page that should help you out a lot.
cgcookie.com/articles/maximizing-your-unity-games-performance
I learnt most of what I know about performance from pages like this and Unity talks that are all available on UA-cam
Great tutorials! Very detailed explanations of the settings for each Tip. Thanks for putting this together. Please create a tutorial on Baking complex lighting in a scene with a Day&Night cycle.
Thanks I really appreciate, and also thanks for the video suggestion :D
Wow it's been a while since i haven't seen you !
So much pleasure to have a notifications with your name in !
Guess it will be really useful as always !
Thank you so much for this video !
Yeah, it has been a decent gap since my last upload, glad to hear that you enjoyed this video 😊
I fell in love with your type of tutorials... damn i wish u would be my all time tutor and teach me everything in unity from A to Z !
one of the best unity videos out there. thank you.
Seriously I love you !!! And your videos are very cool ! With your videos, I can create a veritable good work.
That's awesome to hear, thanks!
4:52 Frustum culling is not affected by how the terrain is sculpted. The frustum is just that, your frustum.
Thanks for pointing that out, you are correct. I was meant to say occlusion culling
Super Helpful, Clean and Direct Thank You!
All good 😊
Thank you! I was wondering if I could get unreal engine results in unity and voilá, this video helped me a lot
Thank's for the great tips, it's very much appreciated.
All good 😊
Decals can certainly be placed on curved surfaces! Brackeys did a video on it like 2 years back. You can project the decals to any surface
I love your tips and tricks videoes. They are among the best unity related videoes on youtube, simple and straight to the point. Release a new video soon! Don't know about what topic, but I bet you can find something. HDRP is all the rage now, so maybe something about that?
Dude, you deserve more subs, your tutorial are so much better the some of the more popular environment youtubers.
Ahh, now I know why my lighting probe had no effect while I was following ur sunset video, I overseen that there was a box to position and expand! Mine appearently respowned under the lake, hmm.. This volumetric lighting looks real nice tho.
8:53 bro wtf
¿Quieres?
some serious redeye going on in that reflection.. RP is now officially 'baked'
This is the best presented graphics video I've seen. I learned a lot. I've been making a game with hdrp and my graphics are still mediocre but somehow you still managed to make the default rp look so good. I'm thinking I might rebuild the project in default rp, especially after this video. Only problem is the time it will take.
It's awesome to hear that you liked the video :D
I prefer using the standard rp due to how quick I am with it and how simple it is in setup compared to HDPR, I assume you feel the same way with the standard rp. I personally would only use HDPR if I wanted to use the exclusive features like ray-tracing, other than that you can get all the other effects like volumetric lighting working perfectly fine in standard unity with a couple assets.
If you do decide to convert to the standard rp I hope it all goes smoothly and doesn't take too long.
Good luck with your game development :)
@@sketch3436 thanks!
I cant see package manager in my project can someone tell whats the problem. Btw nice video mate relly loved it
Thank you so much! Your tutorials are very helpful👏👏👏👏
All good, glad to hear that you enjoy them 😊
Thank you for your Good video
Great video thanks. Please could you do a series on how to use and to get the best out of Vegetation Studio Pro as the authors seem to think everyone already knows how to use this awesome but complex toolset? And more tips and tricks videos as they are so good.
Thanks 😊. Unfortunately, I have never worked with vegetation studio before. However, I did find this online guide that you might find helpful:
www.awesometech.no/index.php/home/vegetation-studio/getting-started/
It is a little old but I couldn't find any other newer videos or documentation so hopefully it is still relevant.
Thank you so much, my game looked like clay before!
Please upload more videos on tip and tricks
That was really useful information! Thank you much for your work, Sketch
amazing content.. I wish I would have had you in my upcoming thanos series
Awsome video! I learned something new again today.
amazing video !! Thank you so much for the knowledge
Amazing Video... Subscribed... Lots of love from Kerala, India.
Thanks :D
This is a top tier video. Much love
Thank you 😊😊❤️☺️👍
All good 😊
Damn man. I'm so impressed by your work. I aim to do your kind of work someday! Thanks for the tips tho!
That's awesome to hear, thanks :D
Sketch is back👍
All hail the KING 😂
Hi Sketch, really great video, as usual ! Could you take some time to explain clearly the Detail Resolution Per Patch and the Detail Resolution parameters for terrains ? I can't find really clear explanations of them. Thanks !
Thanks, I really appreciate it.
Here's a quick overview of the different terrain components:
⦿ DETAIL RESOLUTION:
This value refers to the number of pixels in the detail resolution map which relates to the placement of detail objects (the tab where you add your tree prefabs etc), the higher this value to greater precision you will have in placing these objects, additionally, this will also dictate how many detail objects can be placed within a given square region of your terrain (known as a detail patch). Therefore, it is important to increase this value if you increase the size of your terrain. Large values will, in turn, increase the file size of the resolution map and will lower performance.
⦿ DETAIL RESOLUTION PER PATCH:
The detail resolution per patch is directly related to the detail resolution and specifies the size of each individually rendered detail patch (don't get this confused with detail resolution which is the size of the entire map (file), detail resolution per patch specifies that entire map divided into the different patches). This dividing process creates a grid, which means that your value is squared. Larger values will create larger patches which will reduce drawcalls and actually aid performance, however, at very high values it might increase triangle count due to how Unity culls these patches.
Hope this helps 😊
@@sketch3436 thank a lot, it helps and I am going to run some tests to fully understand these features. Something else : do you work with HDRP or standard pipeline ?
@@chrysagon1 I'm more familiar with standard pipeline but I have been working more and more in hdpr, eventually, I'll like to do some follow along tutorials in hdpr
@@sketch3436, we are all waiting for your next video ! Well at least me, confined at home in France. Hope you are well and safe from that virus. I am still interested by difference between detail resolution and detail resolution per patch by the way.
holy this helped a TON! thanks man!
All good :)
Waiting so long for this good video :D
Thanks 😊
What a great video man!
Useful Tips thank you
Yay, your back!
Thanks!
Very nice tuto!!!
Thanks :D
Thanks you so much dude!
The scene at 0:12 looks absolutely amazing. Especially the trees on the left side. Are you using translucency / subsurface scattering to achieve the look of the trees?
Sir Amazing video.I love it.Sir can you make separate video on your grass. please
That's awesome to hear, thanks. There isn't too much to grass, so, I'm not sure if it deserves a standalone video, what aspect did you want me to cover?
@@sketch3436 Sir i love your videos i am big fan of you.sir can i send you my level design. please give me email.
sir please check your mail
@@Gamezy427 Will do :)
For tip #4 would it be a good idea to bake the background mountains into a skybox for the scene?
Yes, that is definitely possible and a good approach if your scene doesn't change lighting. If your scene does change lighting (i.e. day and night cycle) having physical models will always be the better option.
awesome ! thank you so much
mate.. fantastic thank you. you have a new sub.
cant believe you made this from unity
perfect tutorial bro,do u make tutorial on udemy perhaps?or recommend course for level design?
Awesome info bro
Thanks :D
very nice man!!
Thanks :D
Yesterday i made a terible mistake Sketch, when i sae your video...i forgot to subscribe lol :D. Its checkd now. Thank you for these stuff, i look forward for more :)
Haha, all good. Thanks for the sub 😊
I am so SAD 😢
All subscribs are for The Big Channels
i love this tips
Where did you get that grass from? Cuz I cant make my own pretty new to this..
The grass was likely from the Forest Environment Pack (assetstore.unity.com/packages/3d/vegetation/forest-environment-dynamic-nature-150668), however, don't buy this just for grass. Unity has some good free grass in the Standard Assets pack, also comes with some trees and water which is nice:
assetstore.unity.com/packages/essentials/asset-packs/standard-assets-for-unity-2017-3-32351
Hope this helps :)
@@sketch3436 Thx for responding! I'm making my own VR world and I'm trying it to make it real like u walking in a forest so I want the best shaders I have, and the Post prosessor doesn't work on the VR that's sad, but anyway keep up the good work I can't wait for more future video's!
YOU ARE A PRO GAME DEV
Just wow
Thanks 😊
Can You make tutorial how to make terrain from heightmap by using terrain tools and how to paint it?
Thanks for the video suggestion😊
If you want to start playing around with heightmap data now, all you have to do is go into the terrain settings and navigate to the bottom you should see a button called "import raw...", click this to set the terrain to a heightmap.
You can download HD heightmaps from google earth using terrain.party
Any suggestion when it comes to closed areas like no windows only uses light sources like point lights will this also work?
How did you make this lightning 4:04? Because it is awesome.
The eye adaptation is what got that effect, I think I also increased the intensity of the directional light other than that is is standard Unity. If you copy the settings you see in the video you should hopefully get something similar :)
@@sketch3436 I know you were making there eye adaptation but I don't know how did you make the light before you added eye adaptation.
@@sketch3436 Did you have hdr or something like this?
@@jojoyoustudio No just standard Unity, I did use screen-space reflections and a reflections probe which improved the lighting. Does that answer your question?
@@sketch3436 Yes big thanks ♥
Nothing for URP 😔
I have a question.
Would you recommend Blender or Unity for a realistic landscape that will later be used for a game?
I'm quite comfortable with Blender, and it's close to realistic modelling.
But I wanted to ask someone who knows more first.
awesome contennt....loved it..❤❤
Make some videos on making winters environment
Thanks for the suggestion 😊
I beliive Its Will be Really Cool and Cold
hello,as unity has released HDRP, what do you thingk of HDRP? and what are the advantages and disadvantages?
I have not used HDPR that much so I'm not the best to answer this question, but what I found is that HDPR will allow you to achieve higher-end graphics and also have access to more effects (like volumetric lighting & raytracing) than the standard universal pipeline in its default state. However, you can still achieve high-end graphics with standard unity, so, the idea that HDPR is a must-have if you want to have good looking graphics is not true.
Additionally, since the render pipeline is completely different in HDPR it can be difficult to transition from standard Unity.
If you do want to maximise your graphic quality and use exclusive features like raytracing I would say go with HDPR, however, if at the end of the day you just want to make a standard game then the universal pipeline is probably the better option.
@@sketch3436 Thank you for your reply. I tried HDRP last night (I'm in the East). I found that HDRP can't even use the grass tools of the terrain.It seems that HDRP is not a good choice now If someone want to create large-scale forest scenes.
@@treelee6527 The terrain system in HDPR is not that good, to create grass you have to use models and add to the tree section. For large scale forest I would definitely stick with standard Unity for now
Thank you
Iv never figured out how to get auto exposure to work. it always seems to make my indoors too bright and if I turn it down it stopes really doing anything.
Why do my shadows look grainy? The whole scene looks grainy and not the crisp clear look I had before I messed something up. The graininess doesn't move either, so when you turn the camera you clearly see it move across the view. People say turn cascades to 0, but that seems like a hack and it doesn't really work anyway. My first scenes looked great, but something has changed and I don't know what. Very disappointing to do all this work and have one unknown setting make it all look like doo doo.
I need to make sandy desert (like Sahara) but the edges keep looking very jagged. Any tips?
hey ,can you make a video about how to achive good graphical visual,with that make it less preformance cost as can ?
and good video btw, you amazing man
Nice job 😊
Thanks! 😊
0:52 i already grabbed my food after seeing your video in my yt homepage lol
Haha, that's awesome to hear!
@@sketch3436 btw please tell me where should I use baked gi and where to use the realtime gi? And what happens if I turn them both on?
@@lightningparadox Backed gi will only apply on objects that are static, so having both on is perfectly fine. For small objects baking lighting is good but for large scale scenes it will just take too long to create the lightmap data, furthermore, the file size of the lightmap data will be massive which may actually cause a performance drop.
I usually only used baked lighting for interior scenes or small linear levels.
Hope this helps 😊
@@sketch3436 yea now I got this huge doubt cleared. Thanks man
4:27 I'm using Unity 2019.3 HDRP and I don t fine the options . How can I made the eye adaptation?
This video is for standard Unity, HDRP uses a completely different system.
For HDRP eye adaptation is known as 'Exposure', it should be on the 'Post Process Volume' by default, on this component under 'mode' change it from 'fixed' to 'automatic' this will bring up some adaptation settings that are essentially the same as in standard unity.
Hope this helps :D
@@sketch3436 this video is only unity 3D??? Really?
@@daoviettuan2002 Yeah I will release a separate HDRP video in the future :)
@@sketch3436 could you tell me some link about asset support URP?
@@daoviettuan2002 I'm not the best to talk to when it comes to URP as I have never actually used it. When you mention assets for URP is it that the materials are not supported, like in HDRP? Cause, there is usually a fix for that
Hello! I am having an issue where shadows are pitch black and unrealistic, any ideas?
vry cool
Thanks! 😊
I've heard you talk about textures.com several times. But have you tried 3dtextures.me?
They have the textures along with some additional maps (like normal map, occlusion map etc.).
I hadn't heard of that site before, I checked it out and it looks really good, I'll be sure to also check that site when looking for textures. Thanks 😊
@@sketch3436 Glad to help you.
On a side note, I was having trouble to make some of the textures (for example: the ice textures) look as realistic and bumpy as their 3D preview looked.
So, if you can make them look as realistic as in the preview, let me know how you did so.
@@doggo3338 I have no idea how to do it.
@@doggo3338 It IS possible in unity for free, right?
@@sharif47 I would say that is because in the previews you can see the mesh of the sphere actually deform to the heightmap data of the materials, this is known as tessellation and the standard unity materials do not support this.
You can find free tessellation materials online, however, I've never managed to find one that supports more than just an albedo and normal map ( + heightmap for tessellation), however, if your willing to spend some money CTS is a great asset for texturing terrains that will provide tessellation options. Hope this helps :D
What's the best terrain size for Scenes? Like for a Stand alone game Environment, as your thumbnails...
I usually stay with the default terrain size of 1000x1000, however, for thumbnail shots I don't use the entirety of the terrain, since, close up details usually looks better than vast scale views for thumbnails. Hope this helps :)
@@sketch3436 thanks for the quick response. Default is always good. But seems so wast. The default 1000 × 1000 terrain size is metres. right?
@@pranavshaj Yeah it's in meters. If you creating a terrain for an actual game I would adjust the terrain to the minimal size you need since this will reduce the file size allowing the scene to run slightly fast and also allow you to bump up the terrain resolution without much performance loss.
@@sketch3436 Thanks mate,you are awesome. Your channel is always very informative. Learned a lot of new things . Keep up the good work. Keep growing. 👍👍
@@pranavshaj Thanks 😊
next video please
Hello, I have a question. When I use HDR sky lighting, why is the interior of the room also illuminated? I use 2019.3 HDRP
Unfortunately, I rarely use HDPR so I can't help. Here is the documentation for HDPR lighting, hopefully, this helps you out a bit:
docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@5.7/manual/Environment-Lighting.html
Sorry
but I want answer
You must use probe to Fix it
Reflection probe
6:17 I think the effect is meant to simulate the change in light on the grass from passing clouds, not wind on the grass per se
What pc do you use
I love your videos
His Videos Loves you as well 😂
No no
I am not a Funny man
The postprosing work in urp?
Post-processing in URP and HDRP is built into Unity so the setup is different but you can still do everything as normal :)
@@sketch3436 ok
Hi, sorry for my question, but I want to know, is post processing package free?
Yes :D
Bro, i want tutorial on aura volumetric lighting. plzz help if you can..!! ThnQ in advance ;)
I don't actually own Aura so I can't help you too much there.
However, I did find a tutorial online that seems pretty good, it does use an additional asset with Aura but it should still give you a good overview:
ua-cam.com/video/s4p0EyAV8cw/v-deo.html
Hi
I have Some tutorial with Aura2
you can see them if you want
The Post Processing asset isn't aviable in the asset store, please tell me how can I download it
The post processing used in the video is from the package manager not the asset store. You can get to the package manager by navigating to Window > Package Manager. Then search for post processing and install it into your project. Hope this helps :)
@@sketch3436 Thank you very much❗
Post pro is not working on unity 2019.3.0f1 ... nothing happens .... :( any ideas why?
Sounds strange, I just created a new project with unity 2019.3.0f3 and the post-processing works fine. Try updating to the latest patch and see if it does anything.
@@sketch3436 that is weird because i tried every camera and even a new one and nothing happens at all :/
@@Shiba436 If you want you can send me a video of you trying to set the post-processing up and I can check to see that everything looks right
@@sketch3436 Well I've done the exact same thing as on your video, with a new project too, and nothing is happenning... is it because I use URP instead of HDRP? I'm kinda new to unity. Thanks for the answers though!
@@Shiba436 That's annoying. Here is my project that I tested the post-processing in with unity 2019.3.0f3, download it and see if it works on your end, if it doesn't you might have some bugs in the core Unity files itself and should try a clean reinstall of Unity.
Project:
drive.google.com/open?id=1ca5pjsFyRJeWAHdf4QMHz99Ou59sFlNa
Can you please make a tutorial from 0 for idiots like me? A 100% free tutorial from creating the project up to a high quality Enviroment. That would be my dream :D
Thanks for the suggestion. At the moment my follow along tutorials are probably the closest to what your suggesting. Would you be interested in a tutorial in which you create your own 3d models and then use them to build out the environment?
@@sketch3436 Would be a good idea, but im too far away from this cos i don't even have an environment 😬
How to make Photorealism graphics with good performance?
Yeah, that's the biggest challenge that comes with realistic graphics. To achieve good performance the main factor is to ensure that your models are well optimised, i.e. LODs, optimised textures, etc, baking lighting is also a necessity if your scene is static.
If you interested in learning more about performance I recommend you check out my performance video and also this site:
cgcookie.com/articles/maximizing-your-unity-games-performance
3:34 minecraft Ref
Has he stopped uploading videos?
Oh man, I get really frustrated :D
my eyes
The truth I wait to be at least beta version from unity 2020 to but from what I know so far the don't release the unty 2019.3 not beta version yet I sure soon I will be release
Unity 2019.3 is currently in beta, you can download it here:
unity3d.com/unity/beta/2019.3
The 2020 Unity versions are currently in alpha you can try out 2020.1a if you want:
unity3d.com/alpha/2020.1a
A good place to keep up to date with the releases is the Unity roadmap:
unity3d.com/unity/roadmap