In this frosty little tutorial we're going to take a look at freezing up our assets and automatically creating hanging icicles. We'll be using the amplify shader editor to do this, which is a paid shader editor plugin found on the asset store (link below).
We're using the Universal Render Pipeline (URP) for this but you can also follow along with HDRP or Built-in/Legacy.
Unity: Frosty Icicle Shader with Amplify [URP]PolyToots2021-01-13 | Hello and welcome to 2021!
In this frosty little tutorial we're going to take a look at freezing up our assets and automatically creating hanging icicles. We'll be using the amplify shader editor to do this, which is a paid shader editor plugin found on the asset store (link below).
We're using the Universal Render Pipeline (URP) for this but you can also follow along with HDRP or Built-in/Legacy.
0:00 = Intro 1:19 = Initial Lerp 4:38 = Lower Vertex Displacement 7:51 = Ice Texture Mask 11:30 = Tesselation 12:10 = Extra Frost 16:32 = Normals 18:16 = Top Layer Ice 21:21 = Emission 23:24 = Icicle Control 25:46 = Mesh Normal Caveat 26:20 = ExitThe Almighty Vertex: With Shadergraph (Amplify also available)PolyToots2022-07-06 | Want to make sails blow in the wind? Fish swim? Add snow to things? Reduce them to singularities? How about a little vertex painting too?
That’s oddly specific but as fortune would have it, I cover all 5 of these examples in this Unity tutorial. We use Shadergraph in the video but Amplify versions are also available for download.
Timestamps: 0:00 = Intro 0:45 = Windy Sail 3:19 = Vertex Painting 4:50 = Snow and Moss Intro 5:02 = TheBaseMesh 5:31 = Snow and Moss 7:38 = Swimming Fishies 9:25 = Singularities 11:40 = ExitUnity: Motion Vector Simulation Shader for Fire/Smoke. (+Blender for textures)PolyToots2022-03-31 | Hello and all that,
Do you like flipbook animations but wish you could make them smoother without rendering a bajillion frames? When then you my friend are in luck, cause that's what this video is all about.
Tutorial uses Amplify Shader Editor but Shadergraph version also freely available.
A large section is dedicated to Blender, and how we make the textures in the first place, but I do eventually get around to making the Unity shader, I promise.
● Get Amplify Shader Editor: tinyurl.com/ycpeo7sp ● Amplify Discord Channel: discord.gg/YCrE5rDUnity: Procedural Snowflakes with Shader Graph. ❄PolyToots2021-12-21 | Hey, do you like shapes and patterns but also hate textures? Perfect, come on in and we'll get some proceduralism added to your big big brains. Uses Shader Graph for the tutorial but check Patreon for full scene and the Amplify shader too.
0:00 = Intro 1:00 = Shape Examples 3:40 = Dark Star 5:55 = Groups 6:11 = Branches 7:10 = Opposite Rays 8:10 = Hookup and Settings 9:00 = Masking 9:50 = Happy New YearUnity: Melt and Gooify your stuff with Amplify and ShadergraphPolyToots2021-11-02 | Happy Halloween!
Huh? November? Oh, well. Anyway, in this tutorial we're melting our objects with both Amplify and Shadergraph (tutorial uses Amplify, Shadergraph available to download), and trying to get them to be a bit blobby as well. Am I running out of ideas? No! Just time, unfortunately.
As usual all assets available for download over on the patreon.
Timestamps: 0:00 = Intro 0:48 = Setup 1:30 = Albedo 3:40 = Melting 6:55 = Amplify Shader Pack 8:10 = Gloopy Woopy 13:00 = Bloopy Shmoopy 20:15 = Shadergraph 22:00 = OutroSlash VFX in Unity with Shader Graph and AmplifyPolyToots2021-08-30 | Hello and welcome back! In this video we're taking a look at a particle based slash VFX in Unity. Don't forget to pop on over to the o'le patreon for free source files. Peace out and have a good one.
Timestamps: 0:00 = Intro 0:37 = The Mesh (Blender Example) 1:07 = Particle System Basics 2:30 = Shader Graph Begin 5:19 = Particle Tinker 6:00 = Bloom and CVS 8:50 = End Result 9:11 = OutroFluffy Foliage, Wind and Subsurface Scattering: [Unity Shader Graph and Amplify]PolyToots2021-06-28 | Easy foliage shader tutorial for Unity, made with Shadergraph and Amplify (tutorial uses Amplify, check Patreon for downloads of both) could also be used for some basic fur. Includes wind system and subsurface scattering. Bazinga.
Timestamps: 0:00 = Intro 0:40 = The Mesh (Blender Example) 2:05 = Quad Scattering 5:50 = Pseudo Subsurface Scattering 8:20 = Texture and Alpha 9:50 = Light Colour 10:54 = Wind 14:20 = Second Wind 16:09 = The EndBlender: Sculpt Tiling Normal Maps (and other textures)PolyToots2021-05-17 | ● WingFox Affiliate Link: wingfox.com/c-8443_29059_6910 ♥ Use code "WFR15" for 15% off any purchase.
What's this, no Unity? No Shaders!? That's right, it's time to learn something new so let's jump into Blender and get some basic modelling and sculpting down and then use these super powers to bang out some quick and awesome textures for normals, height/displacement and some good tiling tips too.
"One-eyed Maestro" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 4.0 License http://creativecommons.org/licenses/by/4.0Zelda Breath of the Wild Explosion VFX with Unity Shader Graph & AmplifyPolyToots2021-05-05 | In this tutorial we're re-creating an explosion effect from Zelda: Breath of the Wild. It's available for download with both Amplify and Shader Graph, so just grab whichever you prefer. The tutorial itself will deal with Shader Graph.
Timestamps: 0:00 = Intro 1:06 = Breakdown 2:13 = Shader Begin 4:00 = The Texture 5:35 = Smoke 9:16 = Fire 10:45 = Custom Vertex Stream 13:45 = Jiggle Wiggle 19:05 = Distortion Tip 21:25 = Bye ByeUnity: Jet Engine VFX Shader with AmplifyPolyToots2021-03-31 | Hello and welcome back,
In today's lesson we're sticking with the Amplify Shader Editor to create a jet engine VFX shader that can be tweaked to produce a range of different visuals.
Timestamps: 0:00 = Intro 1:14 = Setup 2:00 = Streaky Scrolling 8:30 = Gradient Masking 11:10 = Mixing Alphas 13:00 = Colour 15:51 = Jiggle Wibble 19:32 = Jiggle Switch 21:25 = OutroThe Diablo 3 VFX Shader with Unity. [Shadergraph and Amplify]PolyToots2020-10-20 | In this tutorial we're using both shadergraph and amplify shader editor to build a Diablo 3 inspired VFX shader, based on a GDC talk by Julian Love from 2013 where he describes a magical "blend add shader".
This is a 50% shader magic and 50% particle custom vertex stream solution, so I guess actually that's more like 80% shader and 30% particle? Look I'm not very good at math, or science, geography, history, language etc.
0:00 = Intro 1:36 = Blending Modes 3:49 = Amplify and Shadergraph 9:41 = Bye Bye Shadergraph 11:38 = Custom Vertex Streams (CVS) 14:24 = Tidy Up and Random Noise 17:44 = Triple Noise Mixing 18:58 = Shadergraph Version 19:42 = ExitUnity: Water Shader with Amplify [URP]PolyToots2020-09-21 | I know, it’s another water/ocean/sea tutorial but I assure you that they are all different in their own special ways. Like this one has proper refraction, underwater caustics AND we’re using texture3D’s which almost nobody knows about, so that’s cool.
I’m using Amplify shader editor on the UR-Pipeline for this but feel free to hit me up on the tweets or patreon (links below) if you want help converting it to shader graph.
● Follow Sai (the creator of the fixed refraction) on Twitter: twitter.com/saismirk
0:00 = Intro 2:00 = Blender Ocean 7:36 = Packing the Texture3D 9:50 = Finally, The Shader 10:50 = Normals + Texture3D Lock 11:31 = texture3D UVs 12:43 = Side Fix for Normals. 13:21 = Displacement 14:37 = Cheeky Wave Smoother 15:46 = Albedo 16:57 = Proper Refraction 18:16 = Pipeline Settings 18:35 = Depth Masks 20:12 = Underwater Caustics 22:33 = Adding the Depths 24:02 = Underwater Volume 24:47 = 3dtextures.me 25:30 = Message + OutroUnity/Amplify: Heat Haze Distortion, Boiling Bubbles, Fire/Smoke and God Rays!PolyToots2020-08-19 | In this video we’ve got a whole sack full of goodies to build! We’ve got heat haze distortion/refraction with proper a depth fix thanks to Sai on the Amplify discord! (links below), some nice boiling bubbles, fire, smoke and god rays! This is a different setup than the usual tutorials, so previous knowledge on particles and shaders is recommended, but if you’re super new then at least I hope it can provide some inspiration.
● Follow Sai (the creator of the fixed refraction) on Twitter for amazing art: twitter.com/saismirk
Timestamps: 0:00 = Intro 1:04 = Fire 3:48 = Smoke 5:52 = Super Awesome Distortion 9:18 = Bubbles 14:00 = God Rays 16:37 = OutroOceans with Unity Shader Graph.PolyToots2020-07-29 | In this one we us a texture based displacement map coupled with a normal map, both made in Blender (not shown) using the ocean modifier. Really simply stuff, but amazing results. We're also using refraction but not in the same way that everyone else is using it, so that's either good or bad.
"Can you make objects float on the water?" With a bit of code magic yes, look for "buoyancy" scripts.
"Can you do an underwater shader?" This typically involves a post process and some code to switch lighting and fog volumes, it's not something that is only done with a surface shader.
Timestamps: 0:00 Intro 1:20 Important Setup! 2:41 Refraction! 5:54 CodinBlack's Refraction 6:41 Depth Mask 11:21 Normal Maps and Panning. 16:35 Opposite Panning 19:57 Displacement 22:48 Colour 24:28 Why no object intersection. 25:00 Ending? 26:11 Message 26:39 OutroUnity: Bulge, Grow and Deform with Shader Graph!PolyToots2020-07-17 | Okay so just a super quick one today as I've been getting requests for how the "Vertex Normal" is done in Shader Graph. As usual all source files are available (for free) on my patreon: patreon.com/polytoots
Music: "One-eyed Maestro" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 4.0 License http://creativecommons.org/licenses/by/4.0Unity: Make It Rain with Amplify Shader Editor.PolyToots2020-07-16 | In this overly long tutorial we're revisiting a rain shader idea from the past, only this time we're making it without the aid of particle systems. With just one R,G packed texture, and a lot of shader magic, we can make it rain on any asset*
*Doesn't work on skinned mesh renderers, you need some sort of tangent space uv's for that and it's not what this tutorial covers
Timestamps: 0:00 Intro 2:04 Texture Mask 4:58 Panning Example 8:12 World Space Masks 9:40 Triplanar Projection 18:12 Distortion Effect 22:18 Generated Normal Map 23:42 Splotches 30:21 Splotch Masking 32:36 Combining 34:14 Last BitsUnity Dynamic Deformation Shader with Amplify.PolyToots2020-07-07 | This here’s a shader tutorial that has many uses, I show you how you can create the real-time illusion of a ball scurrying under a rug, with the aid of render textures (which is where you turn your cameras output into a readable texture!) but with a little bit of tinkering you could even make snow trail shaders with this, or making your character push grass out of the way.
----------● Third Party Links: ● Get Amplify Shader Editor: tinyurl.com/ycpeo7sp ● Amplify Discord Channel: discord.gg/YCrE5rDUnity, Grow Flowers! (and other things) with Amplify Shader.PolyToots2020-07-02 | Hello again, in this tutorial we're taking the logic of the previous tutorial and expanding on it ever so slightly to produce a completely different result.
**I've made changes to my patreon that are not reflected in this video! (the audio for this was done a few days ago). Most source files (including this one) are now freely available.**
This is being made with the amplify shader editor but I'm pretty sure it's simple enough that it will make sense in Unity's Shadergraph too.
● Get Amplify Shader Editor: tinyurl.com/ycpeo7sp ● Amplify Discord Channel: discord.gg/YCrE5rDUnity Bulge Deformation Shader with Amplify.PolyToots2020-06-29 | Hello and welcome to a new Unity shader tutorial with the amplify shader editor, we're taking a look at a few vertex deformation examples and kicking it all off with bulging a mass out of your mesh and having it scroll through like it was some cartoony fat mouse trying to escape through some pipes.
In the next video we'll cover the "grow" mesh with the flower examples.
● Get Amplify Shader Editor: tinyurl.com/ycpeo7sp ● Amplify Discord Channel: discord.gg/YCrE5rDVolumetric Particles in Unity with Amplify Shader EditorPolyToots2020-02-03 | Hello! In this video we're looking at upgrading our particles in unity by creating a simplistic-ish shader with amplify shader editor. It aims to re-create the volumetric effects of modern particle systems whereby light actually has a proper effect on our particles.
The original shader is from twitter.com/cayou66 who I recommend following because he's a much smarter man than I am.
Slight note that nobody will notice: I completely forgot to hook up the "Density" from the first example. This is basically just a range of 0 - 1 multiplied by our alpha. Nothing fancy!
Intro Music: Stopping By the Inn by Twin Musicom is licensed under a Creative Commons Attribution license (creativecommons.org/licenses/by/4.0) Source: http://www.twinmusicom.org/song/298/stopping-by-the-inn Artist: http://www.twinmusicom.orgFlow Map tutorial with Unity Shader GraphPolyToots2020-01-20 | I really need to learn how to make better thumbnails, but for now It's another flow map tutorial, and this time using Unity's shader graph. We first take a lovely node setup that was made in Amplify (from the amazing Gooseman) and then convert it into a sub-graph, so we can more easily hook it up to different outputs.
● Amplify Discord Channel (where you can even get amazing ideas for shader graph shaders): discord.gg/YCrE5rDFlow Map Shader in Unity with AmplifyPolyToots2020-01-13 | Welcome to the year 2020, man that sounds futuristic.
In the first tutorial of the year I've put together something I've been wanting to do for a long time, and that's a flow map shader. Flow map's are cool, and so are you. We're using amplify shader editor for this but I'll be working on a shader graph version a day or two after this goes live.
● Get Amplify Shader Editor: tinyurl.com/ycpeo7sp ● Join the Amplify Discord Channel: discord.gg/YCrE5rDShader Graph Depth Fix Coming Soon! + Channel UpdatePolyToots2019-12-09 | Whether by train or boat, a fix for the depth issues with Unity’s Shader Graph is on its way. Hopefully this will help a few people out, and hopefully those of you having such issues are able to wait for the official release, but the end result here is that it is being fixed, so that’s cool.
My Amplify Shader Editor version (with more features) ● youtube.com/watch?v=bl8sAEDpiTsUnity Toon Shader / Cel Shaded Tutorial with Amplify Shader EditorPolyToots2019-08-19 | Hello and welcome to another unity shader tutorial, this time we're back with Amplify Shader Editor and creating a cel shaded or "toon" shader that consists of ramped shadows controlled with a texture, crisp rim lighting, specular and more!
Have any suggestions or feedback for future videos? Let me know!
● Get Amplify Shader Editor: tinyurl.com/ycpeo7sp ● Amplify Discord Channel: discord.gg/YCrE5rDBorderlands Loot Chest: Exporting and Animating in Unity! [07]:PolyToots2019-07-28 | We're FINALLY at the FINAL video for this borderlands style lootbox. Congrats to all of you, especially me. In this video we get our model and all the textures out of 3d coat, give it a quick once over in 3ds max to connect meshes and sort of pivot points, and then throw it into the Unity 3d engine where we give it a (totally optional) shader, bring it to life with some animation, and throw down a quick particle effect to boot.
Neat! Thanks for joining me on this journey, I promise the next series won't take this long.
● Get Amplify Shader Editor: tinyurl.com/ycpeo7sp ● Amplify Discord: discord.gg/YCrE5rDBorderlands Loot Chest: Hand Painting in 3d Coat! (Part 2) [06]PolyToots2019-07-18 | The second (and final) part of the texturing for this borderlands loot chest. It's basically the same as the first video, paint this, stroke here, this brush, that smart material... you know how it goes.
♥ Borderlands Loot Chest: Exporting and Animating in Unity! [07]: youtu.be/YCS-NXSpSo8
● Get the free demo or buy 3d Coat: 3dcoat.com ● Also on Steam: store.steampowered.com/app/100980/3DCoat_V48 ● 3d Coat Forums: 3dcoat.com/forum/index.phpBorderlands Loot Chest: Hand Painting in 3d Coat! (Part 1) [05]PolyToots2019-07-11 | We finally start texturing this lootbox! It's pretty amazing that 4 hours of work can take 2 weeks, but hey, I'm no physicist.
In this episode we're still deep inside 3d coat and starting our hand painted texture for the borderlands loot chest, we look at some little tips and tricks in the beginning like layer freezing, smart materials and probably some other stuff I'm forgetting. Then we just all itty, bitty and gritty with the brush tool and start going to town.
● Get the free demo or buy 3d Coat: 3dcoat.com ● Also on Steam: store.steampowered.com/app/100980/3DCoat_V48 ● 3d Coat Forums: 3dcoat.com/forum/index.phpBorderlands Loot Chest: Quick Fixes in 3d Coat! [04]:PolyToots2019-07-11 | Just a quick intermission-esque video to cover some tweaks and touch ups that we should do before diving into the texturing. We look at moving some UV channels around and touching up on some bake issues.
So yeah, not my usual video but if you're using ASE and want to get better at it, I can't really think of a better place than their discord, the free examples are great to root through, try to discover what other people are doing, and if you get stuck, you can ask the people who made them!
The sorted water refraction is by far the coolest thing I've seen so far, and hopefully a lot more awesome stuff can be added.
● Get Amplify Shader Editor: tinyurl.com/ycpeo7spBorderlands Loot Chest: Unwrap and Bake [03]PolyToots2019-06-20 | Hello and welcome back to part 3 of this Borderlands Lootbox asset series! In today's lesson we're still in 3d coat and going over the super simple unwrap and bake features.
We start by fixing a little forgotten mistake from the previous episode, and then cover the mark seams tool and when/where you might want to use symmetry, and how to deal with these choices when it comes to the unwrap itself. Then we move onto the bake and there's not much to say about that because it's like really super simple.
● Get the free demo or buy 3d Coat: 3dcoat.com ● Also on Steam: store.steampowered.com/app/100980/3DCoat_V48 ● 3d Coat Forums: 3dcoat.com/forum/index.phpBorderlands Loot Chest: Retopology in 3d Coat [02]PolyToots2019-06-12 | Am I cool enough to give you nicknames yet? What would you even be, the tooters? That's no good, that's like "Guaranteed to get picked on at school" levels of no good. Ah well... we'll mull it over some other time.
I'm back and continuing with the loot chest from borderlands 2, this time we're picking up the retopology in 3d coat and beginning the journey of converting our lovely high resolution mesh into an even lovelier game ready asset.
But I'm back, and with another 3d coat series where we'll eventually finish off in Unity with all the bells and whistles. In this video we're creating our sculpt of the borderlands 2 style loot chest. We'll do the retopo in the next video, which you will find here:
● Get the free demo or buy 3d Coat: 3dcoat.com ● Also on Steam: store.steampowered.com/app/100980/3DCoat_V48 ● 3d Coat Forums: 3dcoat.com/forum/index.phpOCEAN shader with Unity Shader Graph!PolyToots2019-05-13 | Hello and welcome to, like, the 10 millionth water tutorial I’ve done. In this week’s video we’re looking at some more in-depth Unity Shader Graph features to make water, or an ocean, with shoreline/edge foam, depth, and waves.
Shader is compatible with HDRP., *Edit*: it used to be compatible with LWRP but Unity changed something. I'll update this if it gets fixed!
I'm using some pretty basic audio tweaks inside Premiere Pro for this video, so let me know if things sound a little off. I'm looking for suggestions on decent Audio Interfaces if anyone is knowledgeable.
Link to the Normal Map that I use here: ● imgur.com/4bgAedW (You'll need to convert it to a normal map inside Unity, as it's a greyscale image)
● Music by Francis PreveSculpt Tutorial: Screaming Retro Radio with 3d CoatPolyToots2019-05-02 | Howdy folks and folkettes,
This week is just a quick little video covering some tips on sculpting props and the like inside 3d coat. It has some great tools that allow you to get some great shapes really easily
I chose a retro radio sort of design as it has some interesting shapes in there, but nothing too too crazy. I model a lot of game props this way, and it's always enjoyable.
Let me know if you run into any issues. And as always, have fun sculpting.
Welcome to part 2 (the final part) of this Unity shader tutorial where we dive (yeah, I went there) right in to create an ocean shader with shoreline, depth, refraction and wave capability. All being tiled seamlessly across your big beautiful world.
I know a lot of my subscribers want to see this in ShaderGraph, but I'm either too stupid, or it's just not possible at the moment. So have this Amplify Shader Editor version instead (plus ASE is amazing), arm yourself with all the knowledge you'll need to create your own ocean/water shader for your games.
● Get Amplify Shader Editor: tinyurl.com/ycpeo7spUnity Ocean Shader Tutorial with Amplify Shader Editor: Part 1PolyToots2019-04-17 | Hello!
Welcome to part 1 of this Unity shader tutorial where we dive (yeah, I went there) right in to create an ocean shader with shoreline, depth, refraction and wave capability. All being tiled seamlessly across your big beautiful world.
I know a lot of my subscribers want to see this in ShaderGraph, but I'm either too stupid, or it's just not possible at the moment. So have this Amplify Shader Editor version instead (plus ASE is amazing), arm yourself with all the knowledge you'll need to create your own ocean/water shader for your games.
● Get Amplify Shader Editor: tinyurl.com/ycpeo7spQuick Tip: Fixing bake issues for low poly meshesPolyToots2019-04-04 | Hello hello,
Just a quick little tip about avoiding some bake issues. We all get them, and we'll probably continue to get them until our final days, so in this video I check off some of the more bizarre problems that no manner of re-baking can change. And also show you how you can fix pretty much any bake issue with the power of your own paint brush.
I'm using 3d Coat for this demonstration, but a lot of the issues are pretty universal with other products, like Xnormal or even Substance Painter.
● Music by Francis PreveUnity Shader Graph: Crystals!PolyToots2019-03-27 | Hello hello, in this video we're taking a look at crystals in Unity. They're real easy to make look great, and slightly less easy to make look awesome. Hope you enjoy, and don't forget to grab the download on my sketchfab if you wanted to use it for literally anything.
● Music by Francis PreveUsing combined textures for effortless shaders in Unity.PolyToots2019-03-18 | Just a little video outlining a pretty standard practise in the games industry, of compacting your textures down into unused channels, or creating complete “mask” textures that do a lot of the leg work for you, containing things like: Metallic, Roughness/Smoothness, Emissive, AO, Height, Alpha, etc and ultimately even something completely custom, if your shader needs it!
I’m in Unity for this, and using ShaderGraph, but literally any shader editor will do. This is not a shader tutorial.
The thing I forgot to mention: The textures on the cubes came from a great Substance Designer tutorial from Get Learnt (Minus the alpha and emissive), you can learn it yourself here: ● youtube.com/watch?v=ov2jSf4fKR4
The other thing I forgot to mention: If you’re saving these out in Photoshop as .tga’s, you’ll need to choose the 32bit option on the pop-up window, otherwise you’ll lose your alpha channel.
● Music by Francis PreveUnity Shadergraph: Rain Drop Ripples!PolyToots2019-03-12 | Surprise surprise, more wet stuff. I just can't help myself. In this tutorial I convert my previous rain ripple video into Unity's ShaderGraph as a lot of people had problems with this, and I sort've promised it could be done. So here it is!
For my usual subscribers, I know it's a topic we've already covered so I'll try to have to something new for you in a few days. Pinky Promise*
*Pinky Promises aren't real.Unity: Window Rain Drop Effect: Amplify Shader TutorialPolyToots2019-02-28 | If you liked this tutorial and want to see more, and also have a say on what comes next, maybe you should subscribe.
In this week's tutorial we're going back to rain again, only this time it's water drops running down the surface of an object, pretty cool effect for windows, walls, props and almost anything really.
I make this one using a particle system and Unity's render texture system, and pack it all together with Amplify Shader Editor, but this tutorial is 100% compatible with Unity's Shader Graph too, so chill out.
● Music by Francis Preve ● Get Amplify Shader Editor: tinyurl.com/ycpeo7spLets Build: Zelda Ancient Sword - Part 6: Animation, Particles and Shader in UnityPolyToots2019-02-21 | Get ready to unbuckle that seat belt because this is the last video of the series! We're taking our ancient short sword and doing weird and wonderful things to it inside the unity game engine. From animating some components, to doing a little trickery with the Amplify Shader Editor, and finally getting some basic but lovely looking particles on the go.
Thanks for watching, I hope these tutorials have proven useful and I'll be back soon with more goodies.
● Download the reference guide here: tinyurl.com/y27pqkvz ● Music by Francis Preve
● Get Amplify Shader Editor: tinyurl.com/ycpeo7sp ● Get the free demo or buy 3d Coat: 3dcoat.com ● Also on Steam: store.steampowered.com/app/100980/3DCoat_V48 ● 3d Coat Forums: 3dcoat.com/forum/index.phpLets Build: Zelda Ancient Sword - Part 5: Smart Materials and Texturing in 3d CoatPolyToots2019-02-18 | Welcome back! We're continuing with the Ancient Short Sword from Zelda BotW, in this video we're doing the texturing and I show you how to modify existing smart materials and also make your own. We cover a few stencils just to break up the colour and most importantly we get things set up for putting our object in the Unity game engine.
● Get the free demo or buy 3d Coat: 3dcoat.com ● Also on Steam: store.steampowered.com/app/100980/3DCoat_V48 ● 3d Coat Forums: 3dcoat.com/forum/index.phpLets Build: Zelda Ancient Sword - Part 4: Unwrap and Baking in 3d CoatPolyToots2019-02-14 | Back again with the next instalment, this time we're doing the unwrap in 3d coat, and since that takes all of about no time what so ever, we also do the baking while I talk seemingly aimlessly about things that I think matter.
---------------------------------------------------------------------------- ● Get the free demo or buy 3d Coat: 3dcoat.com ● Also on Steam: store.steampowered.com/app/100980/3DCoat_V48 ● 3d Coat Forums: 3dcoat.com/forum/index.phpLets Build: Zelda Ancient Sword - Part 3: Retopology in 3d CoatPolyToots2019-02-12 | Welcome to part 3 (if you include the intro) of this Zelda Ancient Short Sword tutorial video, from breath of the wild of Nintendo Switch. And yes, I am hitting all those searchable terms in my description.
In this part of the guide we're going over the retopo and I only really mess up like once or twice, but I actually correct one of them so my father would be proud if he actually spoke to me.
● Get the free demo or buy 3d Coat: 3dcoat.com ● Also on Steam: store.steampowered.com/app/100980/3DCoat_V48 ● 3d Coat Forums: 3dcoat.com/forum/index.phpLets Build: Zelda Ancient Sword - Part 2: Sculpting in 3d CoatPolyToots2019-02-11 | First up in this game modelling series is the Ancient Short Sword from Zelda Breath of the Wild. In this video we'll be doing all the sculpting in 3d coat and realising just how many mistakes I made in the guide image. Oh well, it's all good.
● Download Unity: unity3d.com/get-unity/download ● Get the free demo or buy 3d Coat: 3dcoat.com ● Also on Steam: store.steampowered.com/app/100980/3DCoat_V48 ● 3d Coat Forums: 3dcoat.com/forum/index.phpLets Build: Zelda Ancient Sword - Part 1: IntroPolyToots2019-02-11 | Hello hello, this is just a quick intro video that covers what the next few videos are going to be. We'll be modelling the ancient short sword from Zelda Breath of the Wild, from concept to final, all the way through.
In this tutorial we're going to build our very own triplanar mapping shader using Unity's Shader Graph. I'm using the HD render pipeline, but lightweight should be all fine and dandy.
We cover the full triplanar experience, and then make 2 more variations of the same shader, one including projection on a uniquely mapped mesh, so you can add snow or moss or sand, etc to the tops of anything you want. Neat eh? Yeah it's neat.
If you want to build this in amplify or shader forge, it's totally doable, it's actually a lot easier in those but don't let Unity hear me tell you that.
♥ Subscribe to improve your chances of getting in the games industry: tinyurl.com/y7hdjg38
● Rock and Boulders 2 pack I used: assetstore.unity.com/packages/3d/props/exterior/rock-and-boulders-2-6947Unity Shader Graph Tutorial: Height Blended Vertex Painting.PolyToots2018-12-28 | Hello and happy almost-new year, in this last video of 2018 we're taking an earlier lesson of vertex painting and expanding upon it to include height map blending and I also remember to include normal mapping too, so that's good.
We also take a look at world space UV's to make your tiling worries disappear, and show off a little free plugin called PolyBrush as a bit of inspiration for creating more interesting level design.
Hope this tutorial helps, as always let me know if you have any questions or requests. May your 2019 be filled with amazing game art.
● Previous Vertex Painting Tutorial: youtu.be/bA9BXvYfaB0Baking a full character with 3D Coat.PolyToots2018-12-19 | In this video we're taking a look at baking out a full character model inside 3d coat, check out my previous videos on the shark dude for tips on retopologising and unwrapping a full character model.
Please feel free to check out the free game that this model is featured in. "Blow The Shark Down" It was made for a quick competition so don't get too excited: ● itch.io/jam/game-off-2018/rate/333753