Uploaded October 2023 | Updated September 2026, 2 weeks ago
In this series of videos you will learn how to use code and mathematics to create a simple walk cycle animation in a 3D character within the Unity game engine using Inverse Kinematics.
Solution project available to Patreons - please support my work at patreon.com/holistic3d
Look out for the new Procedurally Generated Animation course at h3dlearn.com
In this series of videos you will learn how to use code and mathematics to create a simple walk cycle animation in a 3D character within the Unity game engine using Inverse Kinematics.
Solution project available to Patreons - please support my work at patreon.com/holistic3d
Look out for the new Procedurally Generated Animation course at h3dlearn.com


![Procedural Terrain Generation in Unity [PROMO]
Udemy Coupon: https://www.udemy.com/procedural-terrain-generation-with-unity/?couponCode=H3D-SPECIAL
The creation of beautiful virtual terrains isnt just the domain of the artist but also of the programmer. What if you could use your programming skills in C# to manipulate a mesh to create realistic landscapes using algorithms developed by researchers studying landscape formation and erosion? Well now you can.
In this course, Penny introduces procedural terrain generation techniques using her internationally acclaimed holistic teaching style and expertise from over 25 years of teaching, research and work in games and computer graphics. Through-out the course you will follow along with hands-on workshops designed to teach you the fundamental techniques used for generating realistic virtual landscapes.
Learn how to program and work with:
Voronoi Tessellation
Midpoint Displacement
Perlin Noise
Splat Maps
Trees and Vegetation
Clouds
Weather
Erosion
and water.
Contents and Overview
The course begins by examining the nature of a landscape and the design considerations you should include in making decisions on structure, colour and vegetation. Youll learn what makes for a natural looking terrain so you can replicate this in Unity.
Following on we will examine some of the most popular algorithms used in generating terrains including many fractal and tessellation techniques that can be used together to form random and yet convincing mountainous vistas.
Once you are confident with landscape formation well move onto texturing the terrain with a variety of images that can be placed via splatmaps onto differing heights and gradients. Then continue to decorate the terrain with trees, rocks and grass placed with an algorithmic approach before investigating erosion methods that will add that extra level of realism.
The course concludes with the development of a cloud generation system and an exploration of particle systems for adding rain, snow and other atmospheric effects to the finalised landscape.
Throughout, well be developing our own custom Unity editor code that will allow you to build extra functionality and structure into the Unity Inspector as well as create Editor Windows of your very own. Procedural Terrain Generation in Unity [PROMO]](https://i.ytimg.com/vi/hYsFtUgk36A/mqdefault.jpg)







