If you don't like that, get just go. Today's going to be a fun day. I cannot wait to get started. I've been wanting to do this all day. I'm so excited to take a break from Twisted Tower, which is the third commercial release I'm making, and jump into Unity and show you guys how to make a Breath of the Wild look inside of Unity using completely free assets, um and they're royalty-free. They're legal, meaning you can make a game and sell your game. And yeah, they're free. And also, hey, we're not going to do any modeling. Um I think you're going to be really surprised how beautiful we can make everything look um with just a bunch of free assets. Okay, so you ready to jump inside of Unity and get started? Before we do that, huge huge huge thank you to Moism, Ilya, Zach, Jennifer, Kahun, Danik, Lee, Joey, Wandering Wandering Pilgrim, Thomas,
John, Mike, Michael G, Matt, Ivan, Daniel. Wow, lots of people here. Michael and Christine. Uh welcome to Full Time Game Dev. And by the way, guys, there are 6 days left to join my massive course. It's 40-some hours in this course, and then these are like, I don't know, something like 5 or 6 hours each. It's on the sales page, but um yeah, it's huge. Huge course that you can reference all through 2026 as you try to master game dev. And who knows, maybe one day go full-time uh like my students. Several of my students went full-time, which is so cool. It's not easy, guys. Making games is not easy. And that's why I created this course um to help you learn my blueprint to going full-time. So, if you want to join, check it out below. I think there's less than 50 seats available. I'm not sure the total currently, but they're selling much faster than I expected. We got 6 days left to join Full Time Game Dev, which teaches you
not only how to pitch your game to publishers, but also how to hit the Steam front page, how to reach out to the press, how to make a game in Unity, how to code in Unity, or you can learn Godot or Unreal. Whichever engine you want to learn, it's in the course. Excuse me, there's a ton of stuff to learn in this course. It's 50% off. You're going to get my 2D art program and my 3D art program completely free, but only for the sale. Guys, I only do this sale event um a big one like this with like Black Friday. So, it's like New Year's and Black Friday. These are the big ones. After that, it's more seasonal, and it doesn't happen very frequently. So, if you want to join, click the link below, check it out. Anyways, you guys ready to go ahead and Oh, by the way, I wanted to show you really quick here. If you're If you're curious like who is this YouTuber, this dumb YouTuber who's trying to sell courses, these are my These are my games that I've made. These are on Nintendo Switch. Maybe some of you have played these games. You might have. This is called NeverSong. This is my PlayStation
version. And this [snorts] is the Switch version. It's a little crinkly. I bought a new one last week. It's on its way. This one's a little broken kind of, and I want to frame them. Really proud of these. I'm on my third commercial release called Twisted Tower. You can Google it. It's currently published by 3D Realms. Okay, you guys ready to jump inside of Unity and get started? Okay, so today is going to be one of those days where you're like, huh? What are we doing? You're going to be wondering why are we spending all of our time working on this? What we're going to do today is we're going to scrub through various assets, and all of the assets are linked below. And this is actually really important. Um we're going to be organizing some assets um and I want to teach you guys how to properly organize assets because there's something that I like to call uh asset store paralysis. And [snorts] I used to get it when I would make games um using assets. You
get so many assets, and you've got like 300 assets in your Unity project, and you feel this weird obligation to use all of them. You don't have to use all of them. In fact, let me just practice what I preach here. I don't need all of these. I'm just going to use those two. Okay? Do I need all of these? Yeah. That's about it. Guys, I've got a huge folder here of just tons of assets, okay? And I've called it my asset dump. I highly recommend you create a folder called your asset dump. And this is where you just throw all of your assets that you've downloaded from the asset store. And then we're going to create a new folder from for updated materials, updated textures, and new prefabs, okay? We're just going to focus on what we've got here, and believe it or not believe it or not, we're fingers crossed. And I've never done this. I didn't practice this today. I have never done a Breath of the Wild.
Um but fingers crossed, we're going to be able to get something something like this. Now, obviously, guys, we're making an indie game with free assets, okay? So, it's going to be different. Um it's going to be different. It's going to look a little bit different. But I think you guys going to be surprised what we can achieve. And in fact, my theory is my theory is is that how easy this is is going to probably predict what Nintendo's going to do next. My theory is Nintendo is going to release a Zelda game that looks very very unique. So, it's hard for developers like me, indie developers, to recreate this. Cuz let's be honest, most assets on the Unity asset store, like nature packs, they kind of look like this. And And I worry that Nintendo they're they're probably going to just change things up on us because they well,
they don't want to be replicated. So, that's my theory. But we'll see. We'll see. So, anyway, let's go ahead and jump into Unity, and let's hit play here, okay? I've downloaded a bunch of different assets. They all look pretty uh incongruent. Um and I've also downloaded an incredible character controller. It's one of my favorite character controllers. It's linked below. Um Okay. So, here is what we've got currently. It looks like absolute crap. Now, what we're not going to focus on today because it would be an entire like 7-to-8-hour live stream is the character controller. And if you're curious, can Thomas even do a character controller? Yes, um a third-person character controller. Yes. Take a look at my game called Brave Boy on Steam. There's a demo out. I'm probably not going to finish that game. I'm being completely honest. But that game has a very very juicy third-person character controller. But for now, for this video, we're just going to use this invisible capsule. But it's a rock-solid
character controller. The reason why is cuz it doesn't get stuck on things, and you can specify the the slope that you can go. So, like, that's pretty good, right? That feels really good. Can't go up that, but I can go up this. That feels great. It's not every day you find a character controller that's completely free that feels amazing. First things first, okay? It is the character controller. That's always the first thing I want to get done. It's already done in terms of like the mechanics of it. And I just want to let you know that this character controller is actually sized absolutely correctly. This gray box here is incredibly important. And by the way, Jordi, if you're watching this, Jordi's my video editor. Jordi, if you're watching this, um if you're watching this, you could probably just s- speed run a lot of this organization section of this live stream because uh my editor, guys, Jordi, he's awesome. He's going to make a a super cut of this
for the channel. Um but for you guys watching, it's incredibly important you watch this organization section. In my opinion, what we're about to do here when it comes to organizing our assets is going to make or break your 2026. If you're going to make a 3D game and you want to use assets, you have to know how to organize things and to set everything up, set yourself up for success so that you don't go crazy and pull your hair out with all of the assets you're going to be downloading, okay? So, what we're going to do first What we're going to do first is we're going to start with just the terrain, okay? And the textures we want to use for our terrain. So, I have an asset here um called uh terrain sample assets. This is from Unity. It's a old asset pack.
[snorts]
And what I want specifically out of this is I want the terrain textures. That's what I want. And I also want um I want to keep their details and their
height maps. Those are all great, okay? So, if we select our terrain here, we currently I think we have all of the brushes we need. Yep, they're already installed for um Yep, that's great. What about raising the terrain? Let's see here. Yep, we have all of the different brushes we need to create cool mountains. So, yeah, a lot of these are going to be really really cool. Like this right here. You can do this, and now it looks just like straight up like a Breath of the Wild mountain. So, this asset is really really helpful. But what we're not We're not going to worry about the brush textures. We're actually going to worry about the um the paint texture textures, okay? So, you might be tempted you might be tempted to just start dragging in PNGs. So, we've got a bunch of textures here um for our terrain. All these cool textures here. You might be tempted to start dragging those in, right? And just get them all into your your terrain tool. We're not going to do that. Instead,
we're going to come up with a color scheme, and we're going to use Breath of the Wild to help us with a color scheme, and then we're going to slowly and precisely start changing these to play PlayStations to PSDs to Photoshop files and colorizing them so that we have all of our terrain perfectly colorized, okay? So, let's go ahead and do that. Now, who knows? Does anyone know in the chat why we're going to be using PSDs? Why are we going to use PSDs? It is incredibly I totally agree with Foxy. It is incredibly hard, incredibly hard to organize your assets. It requires a crazy amount of patience. So, the first thing I'm going to do is I'm going to double-click on this um Actually, what we're going to do here. Let's go ahead and create our color scheme first. The very first thing is we're going to create our color scheme. So, what I'm going to do is I'm going to grab a Breath of the Wild screenshot,
and we're going to sort of find Actually, let's just use the thumbnail here. We're going to find all of the common colors here, and we're going to use them in all of our textures. The reason we're going to use PSDs is so that we can slowly and subtly back and forth back and forth change colors tweak colors tweak colors tweak colors for all of our assets, okay? We don't want to get started creating any PSDs of textures, any PSDs of models until we have that color scheme. You're going to be tempted. You're going to be tempted to go, "Well, I'll just pick from the screenshot here." But, what I want you guys to do is just find like the four or five colors that you're going to be using, and just do that. Because lighting is going to handle a lot of these color variations, okay? We need the base color maps or the the base color swatches. That's what we need. Hang tight. One sec. Oh, Jaby, come on, dude.
Don't bark. No, no, no. No, move your head. Move your head. You don't want to slam it in the window, buddy. All right. So, let's get the color scheme going, guys. Let's get the color scheme going. You can use whatever you want. I'm going to use Photoshop. Okay. First things first, very simple. I'm going to do 1920. I'm just choosing a random size here, and we're going to get our colors going, okay? So, the ground I'm going to do some kind of saturated green, okay? So, I'm just going to start filling these colors in. Guys, it doesn't matter that it's in a Photoshop document or anything. I just need some kind of standard. And so, I like to just do it in Photoshop, create a document with my colors, and I'm going to eyeball it to my liking, okay? We're using uh Breath of the Wild as an inspiration. It's okay to
go ahead and just come up with our own colors, but you just again use Breath of the Wild as inspiration. Okay. What have we got here? We're going to do this one here. I'm going to duplicate that, and I'm going to fill it in. Okay, that's the sky. This is the horizon, okay? This is actually pretty important. I'm going to go ahead, and this is unorthodox for me, but I'm going to do that for the horizon. Just so I can see, okay, that's my blue sky, and that's my horizon. I typically don't do that for my swatches, but I want to do it here. And the reason why I'm going to do it on top of this swatch is cuz that yellow is probably not going to be used anywhere else. Um okay, what else we got? The fog color is the color of the horizon, same thing. I'm sorry, the same color as the blue. What about white? Is that an important color to do?
Actually, yes. Right? We could do maybe even do like this one, this grayish white. That's that's important. That's going to be our the color of our clouds. There's our color of our clouds. Um any other colors? Oh, this is an important color, stone. Right? Stone is a very important color. That's one that people forget about. They They think that they're just going to use a variety of different grays and a variety of different browns. No, pick one stone color and stick to it, okay? Okay. Um The color of our trees, let's double-check what Breath of the Wild does for their trees. Breath of the Wild has a different stone color than they do their trees. That That is actually important cuz a lot of some games, including my own, um stone and trees are kind of the same color. But, in the case of Breath of the Wild,
we've got some brown trees. Now, it's looking green in there cuz of the color of the fog and the lighting. So, we're going to have to eyeball this. That's our stone. The trees, let's see here. Some Some kind of something like a little bit of a There we go. This is our color scheme. Now, for those of you who This is going to sound really offensive, but just hear me out. If you haven't made games a lot, what I'm doing here seems meaningless to you, potentially. You may think, "This doesn't matter. Move on to the good stuff. Move on to cool textures. You know, move on to really high poly rocks. Move on to animation and wind." No, this is the foundation. This right here is our foundation. And if you've If you've spent a lot of time making games, if you've released games, and you consider yourself like a a professional game developer, is especially as a visual artist,
let me know in the comments if you understand why we're doing what we're doing. I always like a pop of orange or something, but let's see what Breath of the Wild does. Yep, there it is. We have like a little pop of of of red reddish orange. Um that's good enough for me, man. That's our color scheme. I'm going to go ahead and save this really quick. I'm going to save this as our Let's see here. If you guys If you guys can um I'm going to I'm going to create a new folder here called art. If you guys can just trust me, please trust me. I'm about to start my fourth commercial release. Please trust me that your color scheme for your game or for your worlds or for the biomes of various biomes in your game, your color scheme is so valuable. It is so important. It doesn't mean you can't deviate from it in the future. You just need to know that when you're starting a new world or you're starting a new level or even a new game, it's great to have that base layer of color
because it allows you to unify a bunch of incongruent incohesive assets. If you're going to use assets, it's especially important to have a color scheme. So, I'm going to save this in my other folder. I'm going to call it color palette. It doesn't matter that this is inside of my Unity project. I'm not going to reference it in my Unity project. We're actually going only going to be using it in Photoshop, but there we go. We have a color scheme, right? Um I don't really need this Breath of the Wild screenshot anymore. This is great. Now, you could create your own, um but this is this is this is more inspired by Breath Breath of the Wild here. Okay, so what What do we do with that, right? What do we do with that color palette? Well, we're going to first start we're going to start with our terrain, and we're going to move slowly forward with all of our textures, and we're going to start colorizing our textures, okay? So, let's go ahead and start colorizing our textures, and we're going to start with the terrain. Now, in the terrain sample assets, I'm not going to worry about normal maps right now. I'm only going to worry about
base albedo or diffuse textures. We're not going to worry about normal maps right now or or smoothness values or anything like that. We're just going to worry about the base map. So, I'm going to find one singular grass. Notice how there's like four of them here? I'm only going to worry about one. This one's good enough for me, man. I'm going to save this as a what? A PSD. I'm going to save it outside of the art dump or the asset dump, and start saving all of my finalized textures, finalized materials, finalized prefabs. I'm going to start saving those in my brand fresh brand new art folder, and I'm going to call this textures, okay? I'm going to create a new folder called terrain. And inside the terrain, I'm going to save it as a nice clean name that makes sense to me. Now, how you guys like to use syntax and and our naming conventions for your files, it's up to
you. I like to name my files like a human being. I like to use uppercase or what do you call it? What What's What's it called? Something case. Uh I don't like using uh underscore. I don't like I like to use spaces. So, I'm going to call this grass
[laughter]
with a capital G. Let's save that. All right. We have our grass. It's saved as a PSD. But, now what? Now, because we have this, we can use this. And how many of you have watched any of my other streams? Is this starting to make sense? Cuz I've done this in like five of my other streams. When I make 3D games, I like to unify all to a single color palette. There we go. And I'm just matching it, eyeballing it with the hue slider. And notice what I didn't do. I didn't colorize. That makes it look really flat and boring.
I'm just saturating the greens. That's all I'm doing. Adding a little bit of yellow in there. This is rock solid. I'm going to merge it all down, save it. So now I have a grass PSD. If I wanted to for some reason, if I wanted a smiley face inside of my grass, I could do it and save it as a PSD and it would update in Unity. Right? So that's why I like to use PSDs. Okay, so let's go ahead and add this grass to our terrain. We're going to go to paint texture. We're going to add a new terrain layer, create layer. We're going to type in grass. And there it is. And now we have our grass in the game. I'm going to rename this. You'll notice all my stupid layers. I hate the way Unity does this. They put the layer like at the base layer here, which is so dumb. I'm going to go to terrain here. I'm going to type in new folder here. I'm going to call this layers. And I'm just going to drag that, rename
it grass. I wish it would name it off of the texture name. It's so dumb. And just put it in like why? It's Oh my word. Sorry, I'm getting mad. Okay, anyway, okay, so we've got our terrain here. You'll notice that it's shiny. Um so [snorts] what we're going to do is make sure that that is not shiny. If you go to the terrain here, uh you go to your grass here and go to your channel default values. Um it should Yeah, there we go. We can just turn down AO. All right, so we got our grass here. Make sure it's saved. And there we go. We're not going to worry about tiling. We're not going to worry about normal maps, none of that. All we're worried about, stay focused. All we're worried about um all we're worried about is the standard diffuse texture and the color. That's it. That's all we care about. Okay. Are we good so far? Are we good so far? Everybody feeling
like they understand? All right, we've got our grass. It's all set up. Let's move on to another layer we might want to use. So let's scrub through our asset dump here. Go to our textures and look what what other what other textures do we what might we need? Well, I know we're going to need rock. And we're going to need want to use that rock to sort of blend in to the stone assets we're going to be using. So if I put that one there, I want to be able to paint texture around it, okay? So I definitely know I want to use rock.
[sighs]
But again we want to make sure we're matching it to what? Our color palette. Now if we take a look at Breath of the Wild, we want to double check the way their stones are. I think what makes Breath of the Wild so pretty is a lot of the rock has a a very bright white to it. Look at this. So we shouldn't feel weird or guilty or strange about following this color for our color palette. So we're going to brighten up that rock.
Brighten it up a little bit. Good, reduce the contrast, good. Now you notice it has some green in there, right? Um and then also it might need a little bit of a hue shift. I'm going to saturate it a little bit. There we go. But then what we're going to do is we're going to say, well, okay, but there's green in there. So how do we match it to this green? I'm going to copy that green over so I can see it. And all I'm going to do is I'm going to go to hue saturation, add a new layer here. And I'm going to go to my uh yellows the yellow channel. This should do it. Yeah, there it is. And we're just going to make it more green. Bring the brightness down. There we go. And pretty matchy-matchy. Pretty good. I think that's all we want. Okay, I'm going to save that as a PSD. That way we can update it however we want. I'm going to save it in my nice clean art folder, textures, terrain. I'm going to call this one what?
Stone. Oh. I'm calling on all game devs across the world to start naming their files like English words. Nice and clean. Edit terrain layers, create layer, stone. Look how pretty that is. There it is. Oh. Let's Let's go to our layer here. Make sure we just keep storing things in their proper locations. There we go. Now I can start painting stone, right? Here's our brush, brush size, reduce the opacity and the size here. And now we can start painting the stone here. Now again, we're not going to worry about tiling. We're not going to worry about normal maps. We're not going to worry about how it matches other textures right now. None of that. Let's make sure we get rid of all of the shininess. Where's the diffuse? Smoothness is controlled by the diffuse alpha channel.
Why is it shiny? Let's double check something here. I forgot how this worked. Smoothness is controlled by the alpha channel. There is no alpha channel. Oh, it looks like there is. Let's save this down and see. There we go. Okay. Make sure when you're doing using PSDs for your terrain textures or terrain layers you delete the alpha channel or you create some kind of cool alpha channel that you're going to use. And in fact, we might use it where it's going to have like speckled shines to the grass. Okay, but we're not going to worry about that right now. We're just worried about matching the colors, okay? Okay. All right, guys. We're not worried
about lighting. We're not worried about anything else. Stay focused. And let's move forward with our textures. Okay, we've got our stone there. Good. So it can sort of pop through right here. See? But well, if we go to Breath of the Wild screenshots, you'll notice there's also Let's see here. We've got some dirt here. It's a gravel dirt. What I like to do so I don't go crazy is I like to only do about three textures. Maybe four for my terrain. And then I just move forward. I sort of lock it up. I lock up the assets and I start building a level. And if I find that I need more I'll go in and add more. The problem is again, you have asset paralysis where you feel like you need to create a million assets. That's not true. Really, you don't need that many to make a diverse looking scene, especially for
a $15 game or a $20 indie game, right? All right, so let's go ahead go to our dirt. Again, our dirt I kind of feel like our dirt should be the color of the bark. So we're going to use this. And we're just going to put that here. There we go. And the reason why it's so important to use swatches is because you can unify all of your um texture hues and tech texture brightnesses so that all of your textures throughout a scene all have sort of a standard constant value of of brightness and and hue values. Then you use lighting to bring in all of the variations in lightness. You don't want the variations in lightness occurring on the texture side. Okay? All right, so let's go ahead and match this up to that brown. Good. And I'm just going to shift the hue towards towards the red.
Desaturate it. There we go. I freaking told you. So that's all set. Let's save that as a PSD. Again, I'm going to save it in my art folder, my textures folder, my terrain. And nice clean Oh, wow. A very few a human name. Dirt. There's no weird underscores. It's just dirt. Okay. Create layer. And I understand I understand why there's underscores. I understand why names are hyper precise and hyper specific. But for my next game, I'm just going to be real with you guys. For my next game, when I start working on it all of my assets are going to have very simple, clean human names. Sounds, everything's going to be capitalized. Nice clean spaces. I don't even care if this is inefficient for some reason for the build process. I'm still going to do it. Um for my own sanity. That's called dirt. Drag it in to my layers. And
that's about all we're really going to need. Okay? That's really all we're going to need. Is there a shine occurring? No, there's no shine, so we're good. Okay. Oh, look. If you delete if you delete the alpha channel you will then be given Oopsie. If you delete the alpha channel here on all of your PSDs that slider will appear. It should. Constant. There we go. There's a constant drop down. There you go. Okay. Awesome. That's all we need, guys. That's all we need. So we've got our textures for our terrain all colorized. The next thing I want to colorize is is the skybox, okay? The skybox you might think, "Well, that looks cool enough." Be careful. Stick to your color palette.
Okay? Stick to your color palette. All right. Let's go to our lighting. Go to our environment here. And there's this uh material right here that I downloaded called skyanime_11_morning, which for some reason it's it's lowercase. Oh, [gasps] oh, sorry. I just almost had a seizure. Okay, hang on. Give me a sec. We're going to create a new folder here. We're going to call it materials. Oh. I'm going to drag it right here. I'm going to create a new uh folder. I'm going to call it skyboxes. So clean, so beautiful. I'm going to drag this one here. And then guess what I'm going to call it? Sky.
[sighs]
I'm going to double-click on this. I'm
going to save this as a PSD, baby. And we're going to just drag it right here. Or put it right here in the textures. I'm going to create a new folder called skyboxes. You're probably thinking, "Thomas, you just made a folder called skyboxes." That was in my materials. So this one is a beautiful PSD, baby. And I'm going to call it what? Sky. I love clean naming conventions. It makes me so happy. And again, I understand why people use certain naming conventions. I'm not doing that. I'm doing it my way. I want everything to be so simple and clean. I want my 8-year-old to look at this and go, "Yeah, I know what all that is." There's no Never mind. I'm I'm getting ahead of myself here. Okay. Um Okay, what are we doing? Oh, the skybox color. Now, you're going to notice here that that does look a little gray. I wonder why. Let's just reset this to make sure that gray value set properly.
And I'm going to drag it in again. I think that's good. Let's double Hang on. We might have an issue with our volume. Freaking tone mapping was turned on. Okay, quick tip here for all of you people who are using Unity 6. I don't know why, but the post-processing global volume, I'm sure they have a reason, the global volume that's included by default includes tone mapping, which has a propensity to make everything look muddy and gray. I've used it before, believe me. It can be helpful. Bloom is also on, just FYI. And also a vignette. For some freaking reason, vignette is on by
[sighs and gasps]
No! We're going to turn everything off here. Sorry, Jabba, I wasn't talking to you, buddy. I love you. I'm so sorry. You're No, you did a good boy. You're a good
boy. I'm sorry. I was talking to Unity. Gordon. No. Okay, let's keep going. All right, so the tone mapping is freaking turned off. Now we can go inside of And what you want to do is make sure that your textures are looking identical. Okay, the skybox looks about the same. Thank god. So, now what? Do I like this texture? Maybe. I kind of feel like I feel like this one may look more like Breath of the Wild. I could be wrong here. Let's double-check. Save that and take a look. That kind of feels like Breath of the Wild more. Let's open up Breath of the Wild and see.
[snorts]
Yeah, Breath of the Wild has a very simple skybox. Obviously, it's got a night day cycle. We're trying to replicate the first like 5 minutes of
Breath of the Wild, though. Um so that looks good to me, man. That's what we're going to use. Okay. Now match the colors. This is going to be a quite a little bit of a challenge. But we want to make sure the blues are that soft sort of cotton candy blue. I don't know what cotton candy why it looks like cotton candy to me, but it looks like cotton candy. Um so there we go. So that's what we're matching it to. This down here again, this down here is going to be this. Right? So we're going to have to be clever here and try and mimic this look. Now, this is important to note. One of the reasons why Breath of the Wild looks so good is that it has a sort of foggy desaturated It It always feels like It's almost like um 65 to 70°. So there's sort of a crispness to the air. There's not a hard saturation. It's not super warm. It's not super cool.
[snorts]
So we want to desaturate the sky. Uh my theory is we could just do this and brighten it up. Okay, move it more towards blue. There we go. There it is. I think I got it. I'm trying to match this right here. Okay? Brighten it up. And saturate it. Sorry, I'm trying to think here. Give me a sec. There it is. Got it. Okay. Bro, it's matched. Now, there might be a need to do this. Nope. Okay, the next thing we're going to do hue saturation, we're going to shift towards the yellow. You want it to have this sunset feel. Saturate.
And now all I got to do is this. Now you You only want it about right there. That's good. That's good. Honestly, I think we're close. I'm going to save that um as a PSD. Wait, wait, wait, wait. Oh my goodness, we need to duplicate this all over to the correct PSD right here. There we go. Okay, we're going to save that out. Now we're not going to see below the horizon, but for sanity all I'm going to do is this. Take that and just do that. Oh my goodness. You can imagine why this is going to look so good. Look at that color palette coming through. What you want to make sure you do with your textures uh with your skybox textures you don't want mipmaps, okay? The skybox is always going to be like 4K. Okay? So we're going to go to 4096, apply. There it is, nice and crisp. We're going to set it to a clamp
just in case there's any weird um seams appearing here. Uh do I want to do bilinear or point no filter? I think I might want to do point no filter. Okay, looks good, man. So so far, guys, look at Look Do you guys see here? Do you see how this is starting to like unify? We're unifying all of our assets under a single color palette. This is actually looks This looks really pretty here. And all we've done is like four textures. So hopefully you're starting to see why color theory is so freaking important. Okay, we got a nice sky PSD. We've got a nice material. It's all saved in its own little art folder. This asset dump, when I collapse it, it's out of mind. And now all I have is these beautiful assets that I can use um and I know they're going to work, right? I know that these assets are going to work. Okay.
All right, here we go. All right. I just want to say I have always appreciated how you have such nice visuals in all of your games despite uh setbacks of being a small studio, your visuals were always super nice. Thank you. Uh Trinky says, "Not that pretty, to be honest." Trinky, hang tight. It's going to look great. All right, let's save this out. All right, here we go. Here we go. That's We don't need this file anymore. The next thing we want to do is just double-check that our skybox is going to look good. Yeah, it's going to look pretty good. One of the things about the Breath of the Wild skybox that I like is it has a lot of depth to it, whereas this one not so much. I want it to feel like it's going far into the distance. So one thing we can do here is let's go to our skybox here. And what I'm going to do is I'm going to take that skybox. I'm going to take just
the clouds, okay? These clouds here? I'm going to copy those. Paste them. And I'm just going to make them white. And I'm going to squash them down like this. And I'm going to blur them. Do a motion blur. A subtle motion blur. We're going to need to match it to the to the to the yellow. A subtle motion blur. And then a little bit of a blur. Just a standard Gaussian blur. We want these to be look like they're sort of going into the distance. So we're going to squash them down and do this. And move it right here. Good, like that. Fade them out. I just want to see that. These guys, I'm tempted to just move up a little bit. Let's see what happens. Let's squash it. Let's see if this helps a little bit with distance. Okay, it does. Slowly get some distance there. I'm going to just fade them out just a little bit more and move them down. There we go.
Okay, I'm going to fade out the top portion. Just so we're getting just a little line of clouds in the distance there. There we go. Okay, here we go. Oh, Trinky's backtracking. Trinky Did I call you out? I'm just kidding. It's going to look great, promise. Um What do we got? What's the next thing? All those are good. That's good. Okay. Y'all, let's go ahead and start texturizing or colorizing well, our various assets. Here's the Here's the thing about assets, and I think this is important to take note of. Thing about assets is all of these asset developers, they love to be clever, and it's not their fault, but they want to be clever. So, what they do is they create their own shaders, and it's so hard to unify all of these
different assets because they have all these different shaders. It drives me crazy. So, what I do to my to the best of my abilities is if an asset has some crazy custom shader that I really don't need, I'll strip it out, and I'll use the URP standard shader, or like the standard shader for trees. There is one shader here that I do like, which is this one on this asset because it allows me to change the coverage of the grass, and it allows me to put grass on the top of things. So, like this, if I rotate it, I believe the grass will be on the side. Yep, there we go. So, the grass is now on the side. That's great because I can create all kinds of rotations, and it will always be on the top. And that's great. I like that custom shader, and I feel like that's necessary. But like this shader here, do I really
need a custom shader like this? Do I really need that? Or can I just use URP? Can I go to my nature and go to speed tree URP? The theory is yes, I can just use the same one. But we cannot. Because the way that they've done this freaking texture work requires it, or does it? Tree bark, universal render pipeline. I'm going to do lit and see what happens. Okay, that one's fine. It could be that I I chose the wrong the wrong Well, okay, I got it. Okay, for our tree bark we're going to use standard lit. Okay, but we want to make sure we bring in that texture, okay? For the for the leaves, we're going to try and use
um universal render pipeline nature. I did that last time in in my last stream, and it worked just fine. Okay, it looks like speed tree 7 billboard works. We're just going to need to add some wind. I think that's good. Okay. So, anyway, let's go ahead and go to our textures here. You know, what's so funny is that looks so bad. And it's so discouraging cuz you're like, okay, it's looking good, it's looking good. The textures are looking great, and then you see the tree, and you're like, my game sucks. And all it requires is you to just adjust your textures, okay? So, what I'm going to do is I'm going to go to my tree bark. And all I really care about right now Why would they do this size of this texture? Look. 1024 by 2048. I guess that's fine. It's
a power of two, I guess, right? Or is it? Anyway, it doesn't matter. We're going to save this inside of our assets, inside of our art file, inside of our textures, and I'm just going to call it, and then I'm going to just create a new folder called uh nature. And I'm going to call this bark. Tree bark. PSD. Okay. You'll notice it's white. The reason it's white is because you can change the color of the tree cut the tree bark in that shader. And I guess we could technically do it with a standard shader as well with URP. I'd rather have control over my color inside of Photoshop. So, what I'm going to do grab this one. Put it here. Good. And I'm going to do a colorize because it's black and white, we can just colorize it. Drop it down.
There we go. Drop it down more. We're close. We're close. It's a little red. You okay, buddy? There we go. Jeb, are you all right, buddy? Jebby. Jeb. Wake up, buddy. Jeb. All [snorts] right, there's our tree bark. Now, what I'm going to do is I'm going to create a new material as well. Okay. I'm going to call this material oops. Uh nature. I'm going to create a new material inside of it, and we call it tree bark. And I'm going to drag it onto this prefab here. Now, the problem with this prefab currently is It's not a problem, but it has three LODs. And those are level of details. It gets lower resolution, and it's controlled by this component called the LOD group. That's good. We don't want to mess with
that because we're going to have these trees everywhere. So, what we want to do is we want to make sure that material is now applied to all of these. So, we're going to bring in that new material for the tree bark. There it is. And we're just going to drag in the tree bark here, and we'll do normal maps and all of that later, but for now we just want a standard albedo right here. So, now it's matchy-matchy. You see that? And it works with every LOD. That's great. All right, that tree looks good. Um I'm not going to Yeah, I guess we could do it with this one as well. So, again, we've got the same material. Just drag it onto these LODs. Oops. Right here. Oops. Where is it? That swapped for some reason. Not sure why, but okay. There we go.
Look at that. So, now we're slowly unifying our colors. Right? And you can imagine we'll start painting textures and making it look more dynamic and all that stuff. But for now, that's great, man. Again, we don't have any normal normal maps right now. Nothing. All we're doing It's almost like we're going to the basics, and we're like just worried about color, we're worried about size, we're worried about organization, we're worried about what matters, and then we're stripping out all the other stuff that doesn't matter right now. All right? Okay. Now, let's see here. Hold on one second. Let me text my wife. And welcome to full-time game dev to Magnus Borson. I just got a notification that he joined. Welcome to the program. And if By the way, if you guys want to join, there's a link below to get 50% off my massive course. It's going to be
a great blueprint for you, a framework for you um on how I went full-time, how I work with publishers, how I work with Kickstarter, how I hit the Steam front page, how to make games in Unity, Godot, or Unreal, how to how to reach out to the press. It's a massive course. The link is below. There's 7 days left to join. Okay. Um What's the problem? Oh, the problem is is that we also want to make sure that this matches as well, okay? Well, it's a kind of a mess, isn't it? It's It's the wrong the wrong material. So, let's go ahead and just create a new I'm sorry, we didn't we didn't do the the the leaves here, okay? So, this is going to be a little bit interesting, but I don't want to really I kind of want to unify all of our wind under one single wind controller. Um so, what I'm going to do is I'm going to go go ahead and swap out our leaves with the correct shader.
I'm curious. I I don't like Uni Unity at all the way they handle trees cuz everything's like a speed tree train uh speed tree shader, and I can't stand that. But we're going to see if speed tree 7 billboard works for us for the uh leaves, and we're going to see if the wind works. I do like this shader, actually. That wind looks really good. But But let's go ahead and just try it try the the URP um billboard one. But let's make sure we get this uh these leaves here. I'm going to save these. File, save as. Assets, art, textures, nature. I'm going to call this tree leaves. Very clean. And we're going to just take that. And also I think I can just duplicate tree bark
and I'm going to call this tree leaves. I'm going to drag that onto my leaves. There we go. And I'm going to make sure I'm putting it in the correct I'm going to set it to um alpha clipping. Good. That looks great actually. I love the the way the light is hitting it too. Um but we want to match it to the green, right? So again, I have this green here.
[snorts]
And again, if you guys want to slowly start to If you want to change your color and create color variations, remember there's three things that will cause color variation. Number one, your lighting. Okay? Number two, post processing. And then number three, you can go in and create new material variations. Let's say I wanted one tree to be a little bit more yellow. I can do that later. Right now I want to unify all my prefabs under one strict color color palette. Okay?
All right. So there we go. I'm going to do a little bit of a colorization here. I'm just going to match it. There you go. That's it. All right, the leaves are matchy matchy now. There's a problem and the problem is is that our our leaves need to be alpha as transparency. We need to remove the PSD mat and hit apply. There we go. That actually looks really good. I'm kind of glad I'm kind of glad that we changed out that shader. The coloring's a little off. And I I'm not sure what it is. Let's go to set it to transparency and see what happens. And I'm going to turn off preserve specular. Yeah, I like it better with the alpha clipping.
Um we're going to do both. There we go. It's much fuller now. It does look good though. I like the shading a lot. I just think we might need to saturate it, but I'm not going to worry about it right now. Again, same thing here guys. Super simple. Now that we have that beautiful material we created, just drag it on there. Look at the highlights that are being created. Do you guys see why it's so important that we changed out the shader? Okay, we're going to keep it that way for now, although I will tell you uh it it probably needs to be set to speed tree. So let's let's go ahead and double check here. Let's set it to that speed tree and and see if we can add some wind. It's funny, this is the one thing that I've always screwed up is finding picking the right shader that Unity wants me to use for wind. Um Thomas Brush, you're doing a great job, but while I respect the enthusiasm, don't forget Breath of the Wild has an
$80 million budget. I don't doubt what? I don't doubt your skills, but maybe don't expect to finish this the game this stream. Haha. No, we're just doing the look here. Um if I set it to lit here for the PBR lit, it looks like trash. And that's for I believe the um bark. So let's keep trying here. Nature, we're going to do billboard here. Nope, that's not working. I think you're going to be surprised how how close we're going to make this look to Breath of the Wild. What makes Breath of the Wild expensive is going to be its diversity of assets. It's huge. And also the mechanics. But to create a little vignette that looks like Breath of the Wild is actually I think, we'll see here.
[snorts]
It's going to be pretty um it's going to be possible for sure. Now for some reason
I got to figure out how to get this shader working. I did this um Is it Is it URP? Look at that. Why is it doing that? You got to love that, man. It does look pretty good. And there's there's the ability to do wind, but I think what we need to do Hmm. Whoa. I don't know why it works now. I have no idea. But it does and we're not going to we're not going to even complain about it cuz that looks amazing. Let's hit the play mode here and take a look. I don't know what I did there. I set the the billboard value to four.
[laughter]
Yeah. For some reason uh right click gets me to first person mode. Okay, take a look at that guys. Why is that happening? Does anyone know? It's cuz we have an LOD on there. So we want to make sure the LOD has the correct um the correct leaves on it. Okay? So there's our leaves. Boop. There we go. Looks like we're messing it up here. Hold on one sec. There we go. And let's hit play. That's right, it's the LOD. Okay, we need to do the same for that one as well. Okay? As we back up though, we're not even seeing shifts really. That's great, man. Oh, good. It's looking great. It's
looking really good. We're seeing a little bit of a hue variation between the leaves and the grass and I'm not sure why, but we're going to figure it out. Um okay. I'm not sure why that is. I kind of just want to fix it now. Okay, good. All right, it's matchy matchy now. I don't know why, but we we had to eyeball that one. No, we're good. All right, guys. LODs are Those trees look great, man. Uh LODs are going to look really good here. Um just got to swap out the leaves. Very good, man. And notice guys, we're not doing any normal maps right now. We're not doing any normal maps. We're not worried about drawing the terrain. Nothing. We're just unifying all of our assets so that it's super easy
to start placing prefabs and textures and materials and it just looks great no matter what. Okay. Next up, this pine tree, what I'm going to do here, I'm going to duplicate that. I'm going to call it pine tree. Oh, beautiful. Drag it right here. Put it on here. Pine tree there. Do I have an LOD? I don't have an LOD for this one. This one doesn't have an LOD. So we're going to keep that in mind that if we were going to make this game bigger and massive with tons of terrain, open world, this eventually would need an LOD. Okay? We'd probably just create a billboard LOD. We could probably do it during today's stream or tomorrow's stream if we want. Um okay, so we have this pine tree uh material here. We also want to take this and we want to save this as a PSD. Does it make sense, guys? Does anyone have any questions about why I'm being so particular about
saving things as PSDs in a nice clean folder? Does anyone need We're going to call this pine tree leaves and bark. Okay? Very clean. Pine tree leaves and bark. Does that make sense why we're doing that? What's LOD stand for? LOD stands for level of detail. And when I first started making 3D games, LODs were incredibly overwhelming to me. They scared me. There are two reasons. Um there's one reason. There are two uh types of uh ways the camera sees the game or two two situations. There's interiors and then there's exteriors. Interiors, oftentimes the camera's going to be behind corners, behind walls. You don't need LODs for most interiors unless it's a giant open space. Because this thing called occlusion culling,
when you bake it, all of your your meshes call out anyway when they're away from walls or the when they're behind walls. In exteriors, it's much different. If I'm standing here and I see tons of these trees for miles like we do in Breath of the Wild, the computer is going to catch fire. Cuz nothing's getting called out. There's nothing to block it. And so LODs are Unity well, any game really. Uh it's their way of slowly culling things out and reducing the um the the poly count, the texture size, etc. etc. So, as we go out, it becomes less and less detailed because it's smaller and smaller, and then eventually just calls out. Now, I would prefer the last LOD to be a billboard, a single image, which we could probably do. But, that's what an LOD is. And it's called this LOD group, and it's very easy to set up. Okay, most most 3DS that assets,
especially nature packs, they come with an LOD. All right. This pine tree here, this pine tree material, we want to go ahead and throw in the new one, and we're going to set it to um uh nature URP. Now, I don't know why it's doing that. That is wild to me. But, when I set billboard to 0.9 or one, look at that. What? If you set it to like four or five, it's it works. I don't know why. That I didn't have that issue with my Firewatch video. But, okay. Um and look how shiny that is. What is happening? Turn off hue variation, baby. Turn down the smooth. I don't know why that's happening. Looks great here. Let's throw in a wind component to see
make sure that this wind even works. I wonder if it will. Wind zone. Good. There it is. I'm going to play mode and see if this if the wind is affecting the trees. I don't think it will. But, we'll see. Okay, there's no wind currently. So, we're going to have to double check and see that this is the correct shader. And Jordi, you can scrub through this or speed it up or whatever you need to do, bud. Um but for some reason, we're not seeing wind in the trees. So, there's no wind in the trees. So, I'm not quite sure what's going on there.
This is the one thing I knew I was going to run into cuz I've always had problems with this. Which shader does Unity want me to use for leaves? I mean, come on. Speed Tree 7 billboard. Okay. There's no wind. There's no wind. Isn't that crazy? But, I don't know why. Y'all help me out with this. This is the one thing I need help with. Which one does you Which URP shader do we want to use? Look at that. Those are like the branches.
Which one does it want us to use? Maybe it's not a windy day. You definitely need wind. How did I do it in Firewatch when I did the Firewatch video? Do you guys remember? I mean, it is. We're in game view. Right? We're going to figure it out. Okay, we have our tree leaves here. What's the one um Dude, there's a there's one that I used
Well, no, cuz if you set it to lit, you can't turn on wind. You know what I mean? So, for some reason, there's no wind. And I don't know why.
[sighs]
All right. We're going to ask ChatGPT or Grok. Apparently, it's evil to use Grok, I found out in my recent video. Oh, no, he's using Grok. What in the world? Okay. Um why is wind not working with my URP shader for my leaves in Unity 6.
No, it's not the topol- it's not the topology. Um Unity's legacy wind zones primarily animate trees created with the old tree creator system. In URP, standard unlit shaders and basic shaders, wind zones won't automatically affect custom messages mess- meshes or foliage. Okay, so we need a we need a custom leaf shader. Add wind to your URP shader. Create an unlit shader graph. No. I wonder. Hmm. Oh, [sighs and gasps] jeez. I was worried about this, my friends.
Is I don't think it has to do with being static, but you might be right. You might be right. We have a wind zone. See you later, guys. Yeah. So, that doesn't work. The uh maybe time for us to admit that we did like that um that shader in the original one. Right? Maybe, you know. Um let's go ahead and find where it was.
What shader was that? That was Okay, hold on. This one right here? The shader is called vegetation. I'm going to copy that material, and we're going to bring it back. I I I just wish that there were shadows and and and lighting on it. And so, I'm going to double-check and see if we could do that. Um Hang on. It's right here. Copy material properties. Paste material properties. No. Okay, it's called vegetation. Let's see if we can do that. Why? Let's go grab the texture. There it is, but there's no shading.
There's no lighting. I hate it. There's no lighting.
[snorts] [sighs]
There's no lighting. So, what about this one here? That's Speed Tree 8. Golly, Thomas. How did I do it last time? I did it with uh I did it with um Firewatch. Just got to be a way around this. What
am I doing wrong? What am I doing wrong? Oh, that's awesome. Welcome, Kevin. That's awesome, buddy. I hope you're learning a ton. What? Is it does did did Okay, let's try this. I'm going to create a new prefab here. We're going to double-check something here. Um I'm going to bring this tree into a prefab folder and I'm going to paint the tree. I have a theory that painting the tree with terrain will
for some reason make it work. I don't know why I think that, but I think that. So, we're going to try it. There's part of me that feels like um Boy, that looks good, though. Right? What did I do, guys? How did I get the wind to work in um the Firewatch video? Does anyone remember? Okay, this is for grass. That's wind for grass. Do I Where's my wind zone? Crank up my values.
Oh my word. How did I do it? Do you guys remember? Did I download a new I did download a new asset. It's called fantasy I knew it. I downloaded an asset for Firewatch, as well. I needed the shader for that one. It's called fantasy environment. And it's free. Yep. I knew it. Okay, here it is. Uh I'm going to put the link in the description for you guys after today's video. But here it is. That's what I did. I was like, "What did I do?" There was a shader in one of the free assets. And one of you said, um and I'm going to call you out, one of you said, "It's cuz you're using free assets." No. Because look.
[sighs and gasps]
All of the assets we've downloaded include wind. And this one is free. It's called fantasy forest environment free
demo. This one is awesome. And this one has um this one has the shader we want. It's called legacy Wait, hold on. Um Wait, I thought it was URP. Does it have URP? Is this what I did? I can't remember. It had a shader in it I really liked. Well, I guess I was wrong, guys. I had a shader I liked, but nope, that's not how I fixed it. How did I fix it?
I've totally forgot what how to do this. This is crazy to me. Cuz I just did it. Am I going to have to open up the old I think I'm going to have to I'm going to do it. I need to open up my own stream and figure out what is going on here. Okay.
[gasps]
Let's find it. It's the Firewatch or stylized. There it is. Part two. Okay, guys, we're going to open this up here. How did I do it? The lens flare for some reason I can't
It's like fog. Those aren't blowing. Um it's a shame that I can't get the setting up making it look like this using free assets. Uh The fire It's in the description. The work. I need to bring in the the texture. For some reason the texture's gone. Um There it is. Okay, Lux Instant Wind. There it is. Lux tree shade. I knew I downloaded a shader. Okay. Whoa. There we go. All right. So, I need to use this. This shader is what we needed. Lux shader.
I'm going to copy this over to the stream so you guys What? I'm so dumb sometimes. Um live Lux tree shader. It's so funny how I forgot that. All right, save it. And we're going to go ahead and jump into Unity here. It's the lens Lux Instant Vegetation, but again just so I don't go crazy, I'm going to make sure I drag this in. Which is going to be this right here. It's called forced. I hate how I hate how assets are just poorly named. Um but anyway, but thank you for the asset. Uh so, we're going to go to our um Lux vegetation and we're going to drag in this new uh or use this this material here for the for the leaves. Okay.
HDR URP leaves. And it should have them blowing in the wind now. We just need to obviously include the tree uh leaves in that material. It's right here. Good. We'll turn on the wind. Let's hit play and see.
What? Is it cuz it said it's static? It can't be. Wind. All right, we're going to try it. I doubt it's going to work. Cuz I think it's I think it's just a terrain issue. Okay, it's not working good. Maybe we need to throw in a prefab that they have for us. Yeah, there it is.
Well, yeah. Okay, we need to put a wind controller. Oh, I'm mad at myself. Sorry, guys. Okay, perfect. All right, so we have beautiful Breath of the Wild wind now. Amazing. And it will clean you, too. Just like a car wash. That's exactly what we wanted. Thank God. And by the way, it looks really good. All right, you guys ready to move on to the next thing? I'm just kidding. Let's clean that up. We're going to I don't want any color variation. Not for now.
And I do like this shader. This is actually kind of nice. Um one. And it they blow. I like that, actually. It's like the tree it's it's like a tree is blowing. Right? As opposed to just leaves fluttering, which is great. Enable branch wind. Oh my goodness gracious, we can do branch winds. I like this. That is great. That feels like Breath of the Wild. It's a little fast. Perfect, baby. All right. And it works with the terrain, too. Which is great. Uh I kind of want the the bark to move as well. So, we're going to go ahead and go to our uh Lux. We're going to go to URP and we're going to go to our bark and see if we can get the bark to blow a little bit. Yay. It's a little intense. Um but yeah, let's just throw in our
tree bark here. There we go. We're going to go down just bring it down a little bit. I kind of wish you could sync it up. But it's fine. Okay, good. So, you guys can imagine why this is so important to have wind. Um it really does change things. It makes it feel like well, there's actually weather. Very good. All right. Why did that matter? Why did we work on that shader? Because I wanted to cuz uh still, just remember guys, we're all we're doing right now is adjusting color. But I wanted to make sure that the color we're adjusting um is correct. And so, we need to choose the right shader when we're doing that. Um cuz color can get kind of screwed up with certain shaders. So, I wanted to make sure we knew what what shader we were using. We're going
to set this to bark here. Good. Okay. And then just throw in tree bark here. Actually, no. It's this right here. There we go. Uh alpha clipping, turn that on. Um we definitely don't want it that bendy. There we go. Turn off preserves or we don't want any specular. Good. It looks like it's double-sided. That's good. Um we want to make sure when we go to this here I'm going to try that and see what happens. No, we're good. We're good. So, we need to adjust the color, okay guys? So, let's go ahead and match the color to these other trees. And I think you'll be surprised when you unify the color how all of a sudden assets look like they match. Now, it doesn't mean we're not going to change some of the texture work, but I think color is
the low-hanging fruit when it comes to unifying assets. Color is going to be your low-hanging fruit. All right. Let's go ahead and go to again our color palette. I've talked about this before, um but you guys might be tempted to say you know, just use this and reference this color and then apply this color to this. You always want to go back to your base layer. Your base palette, okay? So, let's go ahead and bring this brown one over here. It's pretty close, but I'm going to darken it. And then we also have that green one here. So, let's go ahead and just separate these out. I'm just going to copy and paste it, honestly. So, that's that and this is this. Darken it. That's good. Uh here hue saturation we're going to saturate the crap out of
the green. So, I'm just going to go to the green channel here. Saturate it and shift it more to the yellow. You'll notice that not a lot is changing. We actually need to go to our yellow channel and that actually will adjust lots of our greens. So, I'm going to zoom in here. And then we're going to brighten it up. Saturate. There we go. Uh I think that's okay. Uh I will say we need to adjust some of the red because the that red is way too intense. It's going to It's going to feel really mismatched. Drop down the saturation. Now, now it matches. Uh [laughter] Andreas says, "Here's 10 bucks to leave the crazy wind as it is." Oh, thank you very much. But no.
[laughter]
All right, let's save it and uh take a look. Oh, good. It's pretty unified here. We'll probably need to darken that a little bit. Uh I think there's maybe some smoothness. Let's reduce the alpha threshold so it's thicker. Yay. Turn off variation. We
don't want any variation. And you'll notice that that's much more textured than this, right? We're going to We're going to solve all of that, I promise. Um and in fact, this this looks more like Breath of the Wild over here than this does. And again, we're going to solve all that by unifying our texture fidelity. But we're not going to do that right now. Right now is all about just getting the PSD set up, the shader set up, the colors correct. Okay. Wind is good. Um we're going to darken that that brown a little bit. Yay. Matchy matchy. All right, let's hit play and just make sure everything feels good so far.
[sighs]
Oh, did you ever provide the BioShock video? Oh, no. I didn't I didn't have a download for that. You said also the 2D Pro course is great. I recommend it
100%. Oh, thank you very much. It's awesome. All right. Pretty freaking unified. Not terrible. I think it's good enough for now. Is that wind blowing? Yeah, just a little bit. And guys, we haven't done any of the sizing yet. None of that. Um we haven't done any grass. Which we'll do grass blowing in the wind in a sec here. You guys ready to move on to unifying the stones, okay? Let's Let's get the stone coloring working. Okay, so this one I do like this shader. Okay, I do like this shader. So, I'm not going to change this shader. Uh I like the Honestly, I don't think I'm going to change any of the textures here. I think the unwrapping there is kind of trash. I'm not sure what that is. Let's
double-check. The unwrapping is not great, I will tell you. But bare minimum, let's go ahead and just unify the color theory. So, again, I'm not going to make a PSD out of this. In this case, I'm just going to unify the color here. I'm going to shift it more towards the yellow. Actually, the color is the issue here. There we Oh, this is just the color of the stone. Okay. All right, so that's the color of the stone. So, let's go to our stone color here. It's right there. And let's paste this color in. And you'll see it doesn't match perfectly with that. So, we're going to need to play with this a little bit. I hate using shaders like this. It's not my favorite, but we're going to do it anyway. So, that stone works. Looks pretty good.
Um we're going to need to maybe brighten this up and make it a little bit more yellow. There we go. Matchy matchy. Look at that. It matches. I think that's fine. I don't I don't love it, but I think it's okay. This one right here, I'm curious what uh Okay, so that one is Oh, yeah. It's all the same material. Um no, it's not. Let's see. Yeah, it's not the same material. Okay. So, what we want to do here is try and match it up. And this is what I was talking about earlier where shaders can cause some color changes that you're not really sure what's going on. Um so, there we go. Now, it matches pretty good to that one. And this is what you get with free assets. This unwrap is wild to me. How that I don't understand. Um that LOD here, we're going to revert
that. There we go. And then this one, same thing. Okay, guys? Okay. All right. Those are matchy matchy.
[sighs and gasps]
Now, let's matchy matchy this. Okay? This one is a nice, clean I was hoping that this was not some weird shader, but it is. Uh let's go to Universal Render Pipeline, just set it to lit. Hopefully, it'll bring over all the different uh normal maps. Good. Okay. Now, we're going to talk about toon shading and how Breath of the Wild actually relates to toon shading because Breath of the Wild has an interesting kind of toon shading. Um we're going to talk about that, but let's go ahead and continue unifying all of our textures. I'm going to just take this. I'm going to save it as a again, a PSD.
And by the way, if you're just joining us, remember that you can check out the course below. It's my massive program. It's called Full Time Game Dev. You're also going to get my 2D art program, my 3D art program completely free. And obviously, you're going to learn how to do Unity game development, coding in Unity. You're going to learn Godot or Unreal if you want to learn those, but you don't have to. You're going to learn how to hit the Steam front page, how to get wish list, how to get press coverage. How to get a publisher deal. How to get a Kickstarter campaign funded. Everything I've learned in the last decade of making indie games and going full-time on three separate occasions um you're going to learn in the course. And by the way, check out the reviews on the course. Those are real reviews from real students who went full-time. So, check it out below. There's 7 days left to join for the new year and get the massive bundle and the massive discount. Okay. Uh nature, we're going to call this archway. This is actually um we're going to call this architecture. We're going to call this
arch. Okay. And that material, I hate the name of it. I hate where it's located. So, I'm going to duplicate it. Actually, no, I'm not even going to duplicate it. Yeah, that's fine. Let's duplicate it and let's bring it all the way up here. Go on, Tom. You almost got it, buddy. Oh, and for those of you who are curious, I know I do a lot of videos about free assets. I buy a lot of assets. I've spent thousands of dollars on assets. Hang on, let me let Jeb outside. He's He's He's starting to pace. I want to give my reins [singing] to you. Wild as two stallions.
Okay, let's drag this up here. This is going to be in the architecture materials folder. Ar- architecture. And for those of you here like it It's like is Tom's floundering? Like what is this? This is the process of getting all of your assets perfect. This is very important. All right. No, Thomas isn't floundering. Thomas doesn't flounder. Okay, this is not called architecture. This is called arch. Um and then we're going to drag in that arch PSD. Put it here and now I don't need that freaking weird metallic map. We're going to there's no metallic in stone, so we're not going to do that. There will be a smoothness map. Um but we're going to put that inside of the base map, but we're not going to do it right now. Okay?
The smoothness maps, the normal maps, all that stuff, we're going to worry about after we unify the colors. I don't know how many times I freaking tell you that. All right, you guys ready? We're going to match this to the stone on the ground. Do you guys see why it's so important to have a color palette? And we're going to use brightness contrast, increase it cuz we want to keep that contrast, right? But a lot of the contrast is also going to come out of the normal map. Um the hue saturation, we're going to increase it. Mhm. There we go. Save it and then we should see a unification occur. We do not. Why? Beats me. It's not importing. There we go. Oh my goodness, yay. Now, you'll notice that that's very white, but that's got it like a brownish color to it. Even the ground does as well. So, I'm I'm I need to make it a little bit more saturated.
That should fix it. There we go. Uh the normal map's way too intense. The occlusion map, I don't want that. I want to keep things really simple right now. There we go. Nice and clean, baby. Um for some reason I'm getting some weird rim lighting there and I'm not sure where that's coming from. Oh, it's cuz the smoothness is cranked up. We're going to turn smoothness off for now. There we go. All right, I'm going to give it a little bit more warmth. Do you guys see why we're using PSDs here? There we go. Matchy matchy. So matchy matchy. We're going to make those textures look less like Play-Doh. But right now we're not going to worry about it. Um same thing over here, guys. These These arches are completely different from a different asset pack. Okay? I downloaded this one right here and I it had all these cool images of arches. And then I downloaded this one and it only came with this one. Um so, hey, we're we downloaded this one
as well and we're going to see if we can get it working. Okay. Um I'm going to call this broken arch. Bring it over here all the way up here. Put it on there, baby. Uh my theory is though that these are all on one UV. Let's double-check. Anyone with a brain would do that. There's our diffuse. Yep, there's our diffuse. So, let's go ahead and open up open up that diffuse and see if it Yeah, it's got everything in it, which is awesome. So, let's go ahead and bring this over. And we're going to warm it up just a little bit, too. Ah, man, I'm tempted to colorize this one. There we go. We're going to we're going to do a little bit of a colorize for this. Just like that.
And but we're going to drop down the opacity so we still get some of the color coming through and I'm going to save this as a PSD inside of our arc arc inside of an architecture folder. Um textures, architecture, this is going to be called uh arches broken. And we're going to bre- bring that into our new material. Here it is. And if I put it there, we should see the unification occurring. Now, it's too shiny. The normal map is insane. Um we're going to turn off smoothness. We're going to get rid of the the metallic map because frankly there's no metal in stone. Not really. At least not in the stones that I want to put in this game. I'm going to set the normal map to 0.2. I don't want an occlusion map. Notice how I'm like stripping a lot of the stuff out of these assets that I don't really care about. Um we're making
an indie game here. That detail maps, I don't really care about them. Yeah, I don't really care about them. The normal map on the detail map, don't really care about. Um crank up this to one. I don't like how that doesn't have smooth shading. So, we're going to need to do something here. Is it possible to turn on smooth shading for a FB- for a Let's ask Rock. Can I turn on smooth shading for a an FBX in Unity import? We're going to ask Rock this because I don't want to have to open this FBX and save it over inside of Unity. You'll notice that this one here has a much higher fidelity. It's much smoother. And this one has smooth shading turned off, which we really don't need. I mean, some of these we we want to have nice crisp lines on, but hey, we're using free assets here and no bottling, so we're going to see here.
Yeah, PSDs increase project file, but who knows? Does it increase the build size? Do PSDs increase the build size? Does anyone know? Okay, here we go. Select your FBX in the project window, go to the inspector, switch to model tab. Under normals, change it from import to calculate. This enables normals recalculation based on angles. Set smoothing angle to 180. Okay. So, we're going to go to our model here, guys. All of our different models here and we're just going to turn go to model. We're going to go to normals here and we're going to go to calculate and we're going to set it to 180 and hit apply. And it should automatically smooth them. Okay, there we go. It's not the best, but it's fine. It's better. This is better because it matches this. But it's not It's not perfect cuz you're
getting some weird shading here with like ambient occlusion. I believe that's ambient occlusion. No, it's not. Something going on with the Yeah, there's just some weird stuff going on with the uh Let's see here. We're going to find the the right normals mode. It's good enough, guys. Let's go ahead and just move forward. Ready to move forward? And you guys know that I'm all about getting it done. As an indie, just get it done. You'll be okay. It's a little red. There we go. All right, those are unified. Everything's getting unified here, guys.
So far, so good. We're going to add normal maps and texturing to all of those. We're going to clean up this as well. The bush, I don't mind I do mind the shader actually. We want to use the same shader as this, right? Tree bark. So I'm going to duplicate this. I'm going to call this bush. Okay, I'm going to drag it here. Now this bush has a texture. Trying to remember what that texture was. Hold on. Let's go back in time. Let's grab this texture here. We're going to save this as a PSD and we're going to just do the color up color inside of this. Uh PSD, textures, nature. We're going to call this bush. Good. All right. Um so that's called bush.
All I want to do is just take that material for the bush. Drag it here and put in that new texture. Right? Which is right here. Um make sure it imports properly. So you want to go ahead and make sure you set alpha transparency, remove PSD mat, hit apply, and then we also want to make sure that we do um alpha clipping. Two-sided. There we go. And look, it's blowing in the wind, man. We're going to increase the wind power for this one. Speed. Good, Thomas. And obviously you want to make sure you match that color. Okay? Pretty straightforward. You guys starting to get the hang of this? Yes, build is identical for the PSD. Why? Who knows why the build is identical for the PSD?
Why would that be the case? That doesn't make sense. Does anyone know? Mm. Looking good. We're going to make it a little bit more yellow. Brilliant. So far, I'm trying to think of what else we need to match. Oh, this one here. So this is not technically we we need to create terrain grass. And then this is more of a detail grass that we could put into the terrain grass to make it feel um to make it feel like the terrain grass isn't really flat and boring. I'll I'll show you how we're going to create terrain grass, I promise. Unity compresses on build? It doesn't actually. I mean it I'm sure it does, but what it's doing it compresses on import. It turns it into a PNG on import. So it
reads the PSD and then that's why it takes a little bit like it takes like a split second for when you save a PSD and you jump back into Unity, it's converting it to a PNG. It imports the PSD and does the conversion on the fly. Or to some, you know, rasterized image file type. Okay. Uh I like this grass. I don't really think I need to change much about it. It's fine. So we're going to we're going to match it to the grass here. Okay? Let's match this. Okay, that one we're going to have to adjust the coloring because I mean it's fine though. I'm happy with it, man. Okay? Um now I kind of want my LODs I wish my LODs could cast shadows. But it's fine. Okay, so what do we need
to do now? Well, what we need to do is we need to work on size. Okay? We're going to go in and do normal maps and we're going to do specular and and we're going to adjust some of the textures. We're going to do that after we adjust the size. Why? Because sometimes when you scale something up really big, you realize, oh I need more detail in the texture. When you scale something much smaller, you go, okay, I have too much detail. So I want all of my sizes to be perfect. So when it comes to sizing all of my objects, when I enter play mode here when I enter play mode here, you can see why this looks so cheap. Because all of my sizes, I need to fix that. All of my size and maybe even that. No, just that one. Okay. So I need to fix this one. All of my sizes here, they make the game look really cheap. Believe it or not unification of color and unification of
size are two of your best friends when it comes to making a game look rock solid.
[snorts]
So let me show you what I mean. Let me get rid of this crap, this leaf trigger here. I don't want that. Uh I'd rather do that on my own. Sorry, if you can hear my son screaming, he's um he's been a wild man today, I will tell you. All right. There we go. Oh, the shadows being cast looks so good. Oh, and we haven't even done lighting yet. Oh, and by the way, when I talk about forgot to I forgot to mention, Jordi, you don't really need to show this, I don't think. Jordi's my editor. Um we need to create a paintable texture for for grass. So what I'm going to do is actually take this grass here and I could kind of bring it up a little bit like that. I'm going to save this as a PSD
so that I can use this. I'm going to call it grass terrain billboard. I want to use it as a billboard for my grass that I can paint. Okay, so if I go to my um add grass texture I could go ahead and just find that grass terrain this one right here and hit add and now it should draw those. There we go. I'm going to edit it though so that I can adjust the coloring and the size. Um we're going to eyeball this. We want it to basically match exactly. Um
and the height, remember? I I say remember cuz I've mentioned this in previous videos. This is the player height. This is a 2 by 1 cube. A 1 by 1 primitive cube is half the player height of a typical asset that you import. So most character controllers are two Unity meters high. So this is two Unity meters high. So if I paint grass is that too tall for the player? Yeah, probably. So we're going to do a max height of one, a minimum height of .6. Same thing here. Detail density, there we go. And we're going to saturate this up here. Oh yeah, that matches. That's almost perfect. There we go. We want to do a little bit of a noise spread. And you'll notice that it looks a little repetitive, right? One of the ways to avoid that is
actually to make this look not so unique. So the less unique you go with your with your grass texture, the better. All right, I'm sorry, with your grass billboard. So like this right here I could do this. There we go. I'm going to make it look less unique. Almost like just like that. Okay, let's try that. Take a look. Apply. There we go. Yeah, it's pretty good. I I I think um we're going to enter play mode and take
a look. Let's see if the wind is blowing for the grass though. Good, it's blowing. Looks good. Now you're probably wondering, you're like, okay, how do I make that look less repetitive? Um well, you could take a Where did that one you could take these and this right here and you can place these throughout. Okay, we're going to do sizing and stuff, but it'll be something like that. So you can just place flowers and plant life so that you get it gets less repetitive. Okay? All right. So we've unified color. We've unified um We've Yeah, we've unified color today. We've organized our assets. So far it's looking pretty good. I'm
actually really happy with it. For free assets, this is looking pretty good. We haven't even sized stuff yet. None of that. So I'm really really happy with it. Tomorrow tomorrow we're going to work on sizing up stuff, creating the necessary prefabs, and then painting the terrain, and building giant mountains, adding lighting and particles and effects and music. And I think you guys will be really surprised by it. As we wrap up here, remember, look, if you want to if you found this really interesting and you thought this was really helpful and you like my teaching style, and number two, you want to learn from somebody who's actually gone full time with three different projects. And what I mean by that is I was funded on Kickstarter, I was funded by publishers. I'm currently funded. Um well, 3D Realms did an advance for Twisted Tower, and I went full time with that advance. I am now self-funding the remaining three or four months of development um for that game. But yeah, I went full time three separate times. And that's through publisher deals, that's through Kickstarter. I also teach
about marketing on how to reach out to publishers, how to hit the Steam front page. But yes, there's a whole business side to this course. But there's also how to make a game in Unity, how to code, or how to make a game in Unreal or Godot if you want to learn those. You don't have to, but you can choose to learn those. You also get my 2D art programs, my 3D art programs completely free. But only for this New Year's sale, you got 5 days left. And by the way, these are probably going to sell out cuz there's like 50 seats left. Um if you're curious if this is legit or Thomas is just full of crap and he's some stupid YouTuber, check out my games for one. Proof's in the pudding. Check out my games. But also check out the students on the front page here who went full time with the help of the course. It's pretty cool to see real students going full time. I love that. That makes me so happy. And it I'm so proud to be able to put these students on the front page. And by the way, if you're a student in the program, let me know in the chat what you think about it. I'll see you tomorrow for day two.
For day two, where we're going to turn this beautiful scene here. Looks pretty good so far. We're going to make it look 10 times better. And I think you guys are going to be surprised. So, stick around for tomorrow. I'll email you or post on Twitter. Stick around for tomorrow for the live stream where we're going to make this look 10 times better. I'll talk to you later.
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Thomas Brush · 2026
Jonas Tyroller · 2025
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