The Great Fleece: Environment and Lighting, Part 1
In the next few articles, I will be going over working with objects in the environment by adding and manipulating materials to improve their appearance. I’ll also be showing some ways lighting can be adjusted in the scene.
So let’s get started. In the picture below, there are two pillars. I’m going to go over adjusting the material shader and the Albedo channel for the one on the right to make it look more like the one on the left.
By selecting the Grey pillar on the left and then the Albedo color from the Inspector, the color of the pillar can be adjusted. However, that won’t provide the appearance of the other pillar.
Luckily, there is a marble texture that is included in the project. The texture is used by clicking the small circle by the Albedo picker below. This will pop up a window when the texture can be chosen.
The texture that is needed is the BlackMarbleColumn. So I start typing in the search bar and then select one of the matching textures. Now the column looks a bit different.
It now has a marble pattern, but the pattern doesn’t look quite the same. And also the color isn’t dark enough. However, the pillar can be given a more similar pattern by adjusting the tiling on the material.
See how when the tiling is changed, it alters the pattern of the pillar? Now the color of the pillar needs to match because it looks much lighter than the other one. Two settings can be used to adjust this. The Metallic and Roughness or Smoothness depending on the Unity version you are using.
By adjusting those settings, it gives a much better match to the existing pillar. So by working with the Shader, Albedo channel, Metallic, Roughness, and tiling properties, I was able to modify the pillar to a good match to the existing one.
So until next time, I wish you well on your coding journey, and I’m hoping you’re finding this “sidequest” into the art side of things interesting.