Post processing is crucial for capturing art direction and bringing game worlds to life. In this course, you’ll learn how to work with the Post Processing Stack, create atmospheric FX, and establish a distinct sense of place.
Post processing is crucial for capturing art direction and bringing game worlds to life. In this course, Swords and Shovels Post Processing and Polish you’ll learn how to work with the Post Processing Stack, create atmospheric FX and establish a distinct sense of place. First, you’ll access a level from the Swords and Shovels project and quickly cover project settings for maximizing quality, the photographic basis of post processing FX, installing the post processing stack, and working with post processing settings. Next, you'll begin adding lighting and particle-based atmospheric FX such as fog, water drips, and cave bats to your scene to add the more interesting look and feel to the level. Lastly, you’ll create a final polishing pass to ensure that we capture art direction and create a distinct sense of place. By the end of this course, you should have a firm grasp of how to create a distinctive look to your modular level. Software required: Unity.
Michael Baker is a game developer and graphics production expert with more than 15 years experience in games and VFX production. He's worked on big licensed projects based on Star Wars and Alien, and developed software tools for the popular Bullet Physics Framework which powers countless authoring tools, feature films, and games. In 2013, he co-founded Codex Worlds, and indie AAA game studio based in Austin, Texas.
Course Overview Hi everyone, my name is Michael Baker. Welcome to my course, Post Processing and Polish. I'm a Unity Certified Developer and lead instructor in the School of Design and Creative Technologies at the University of Texas, Austin. In this course, we'll be covering post processing, effects creation, and capturing art direction in Unity 2018. 1. Some of the major topics we'll cover include project setup and post processing principles, working with post processing layers and volumes, and creating effects and working with art direction. By the end of the course, you'll understand how to configure project settings, work with the post processing stack, author and integrate effects, and capture art direction. Before beginning the course, you should be familiar with the basics of Unity 3D. Join me on Pluralsight, and we'll get started.
Overview and Installation of the Post Processing Stack Welcome to Post Processing and Polish. In this course, we'll start with a level from the Swords and Shovels project, and cover project settings for maximizing quality; the photographic basis of post processing effects; installing the post processing stack, creating profiles, layers, and volumes; working with post processing settings; setting particle-based atmospheric effects such as fog, water drips, and cave bats; and we'll conclude with a final polishing pass to ensure that we capture art direction and create a distinct sense of place. The effects in the post processing stack are largely based on the visual language of photography and film. Concepts such as lensing, exposure, tone mapping, color correction, and motion blur are all represented. This example is from project Neon, an Asset Store kitbashing project created by Unity Technologies to showcase the post processing stack. In this scene, we see a combination of surface, atmospheric, and post processing effects. Here's the scene before any post processing is applied. It contains basic lighting and atmosphere, and looks pretty good, but compared to the final result with post processing, you can see a big improvement in the visual quality and sense of story in this virtual world. In the next video, we'll install the post processing stack and create our first profile.