From the course: Blender: Interior Environments for Games
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Configuring a cycles material - Unity Tutorial
From the course: Blender: Interior Environments for Games
Configuring a cycles material
- [Voiceover] In the preceding movie we generated the Ambient Occlusion map that you can see inside the 3D Viewport here that has been applied to the game model, but of course we don't see the original diffuse texture that we painted. And what I want to do in this movie is produce a new cycles material that is going to composite together the diffuse detail map alongside the ambient occlusion. To do this I'm going to change the UV Image Editor here to the Node view by moving to the bottom left hand side and switching from the UV Editor to the Node view. I'm gonna select that option here, and now I'm gonna maximize the node editor by hovering my mouse over the editor and pressing the Shift+Spacebar key. You can see the basic material that we have configured and we did this in the preceding movie so that we could see the ambient occlusion in the viewport. I'm going to add a new additional image node here that is going to link to the diffuse detail map. To do that I'm gonna move down here…
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Contents
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Unwrapping a UV set8m 36s
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Preparing for texture painting6m 28s
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Configuring a painter brush5m 13s
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Loading image textures6m 16s
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Painting a base texture5m 20s
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Saving textures2m 11s
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Layer painting the floor7m 2s
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Configuring layer blending7m 49s
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Painting a detail layer5m 33s
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Baking texture layers6m 28s
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Baking ambient occlusion8m 16s
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Configuring a cycles material3m 46s
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Configuring a cycles sky material4m 16s
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Building scene lighting7m 20s
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Refining the environment material3m 35s
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Baking a composite texture5m 38s
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