Devlog#39 - Metal Pipe Shader
Hey gamers! Welcome back to our devlog series! Today, we're diving into the creation of a stylized metal texture for a pipe. Creating shaders for game assets involves a meticulous balance between artistic vision and technical constraints.
We aimed to develop a stylized metal texture for a pipe that not only looked visually appealing but also performed well within the Unity engine. Our primary goal was to create a stylized metal texture for a pipe. This involved ensuring that the texture's appearance remained consistent across both Blender and Unity, while also optimizing it for performance within the game.
We faced two primary challenges during this process. First, it was crucial to preserve the visual consistency of the metal texture when transferring it from Blender to Unity. The texture needed to maintain its stylized look across both platforms. Second, we needed an efficient and flexible workflow between Blender and Unity that allowed for adjustments and fine-tuning without excessive back-and-forth. These challenges required us to carefully consider both the artistic and technical aspects of the shader development.
[previewyoutube][/previewyoutube]
To achieve a more flexible and unique shader, we decided to create the shader entirely within Blender. This approach allowed for greater control over the initial design and texturing process. After creating the shader, we baked the texture to see how it would appear once imported into Unity.
Initially, everything seemed fine until we decided to make the asset unlit to optimize game performance. This change presented a significant challenge: maintaining the texture's visual fidelity without relying on Unity's real-time lighting.
To address this, we baked the shader in Blender, incorporating both direct and indirect lighting into the texture. This method ensured that the texture retained its detailed lighting information. By doing so, we could then convert the texture into an unlit asset using Unity’s Amplify Shader Editor.
The final result was successful. The unlit asset maintained the desired stylized look of the metal texture while optimizing game performance. This approach not only preserved the visual integrity of the texture but also ensured a smoother workflow between Blender and Unity.
By experimenting with different workflows and leveraging the strengths of both Blender and Unity, we were able to overcome technical challenges and achieve our artistic goals. The lessons learned from this experience will undoubtedly inform and improve our future shader development projects.
Stay tuned for more updates and behind-the-scenes insights into our game development process. Until next time, happy gaming!
Best regards,
Playdew Team
https://store.steampowered.com/app/1752540/Lost_Twins_II/
We aimed to develop a stylized metal texture for a pipe that not only looked visually appealing but also performed well within the Unity engine. Our primary goal was to create a stylized metal texture for a pipe. This involved ensuring that the texture's appearance remained consistent across both Blender and Unity, while also optimizing it for performance within the game.
We faced two primary challenges during this process. First, it was crucial to preserve the visual consistency of the metal texture when transferring it from Blender to Unity. The texture needed to maintain its stylized look across both platforms. Second, we needed an efficient and flexible workflow between Blender and Unity that allowed for adjustments and fine-tuning without excessive back-and-forth. These challenges required us to carefully consider both the artistic and technical aspects of the shader development.
[previewyoutube][/previewyoutube]
To achieve a more flexible and unique shader, we decided to create the shader entirely within Blender. This approach allowed for greater control over the initial design and texturing process. After creating the shader, we baked the texture to see how it would appear once imported into Unity.
Initially, everything seemed fine until we decided to make the asset unlit to optimize game performance. This change presented a significant challenge: maintaining the texture's visual fidelity without relying on Unity's real-time lighting.
To address this, we baked the shader in Blender, incorporating both direct and indirect lighting into the texture. This method ensured that the texture retained its detailed lighting information. By doing so, we could then convert the texture into an unlit asset using Unity’s Amplify Shader Editor.
The final result was successful. The unlit asset maintained the desired stylized look of the metal texture while optimizing game performance. This approach not only preserved the visual integrity of the texture but also ensured a smoother workflow between Blender and Unity.
By experimenting with different workflows and leveraging the strengths of both Blender and Unity, we were able to overcome technical challenges and achieve our artistic goals. The lessons learned from this experience will undoubtedly inform and improve our future shader development projects.
Stay tuned for more updates and behind-the-scenes insights into our game development process. Until next time, happy gaming!
Best regards,
Playdew Team
https://store.steampowered.com/app/1752540/Lost_Twins_II/