Make your art look good
summary
Three concrete pipelines: bake lightmaps for static geometry (preferred even over detailed textures), and for characters use a single one-pass three-light shader (key, fill, rim) implemented via DOT(normal,direction) in a vertex shader to control form without many dynamic lights; always bake ambient occlusion into characters even if slightly inaccurate. A simple shader+script marks textures red/blue by MIP level to find over/undersized maps (texture MIP debug). A view-area occlusion system (cell size, static occluders, preview/build modes) cuts draw calls from 39 to ~8–10 and works on non‑Intel authoring GPUs.
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chapters (14)
- 0:00Improving game art
- 1:02Lighting matters in visuals
- 2:50Lighting characters
- 5:49Three-light character shading demo
- 7:58Outdoor lighting setups
- 9:03Indoor lighting visibility
- 10:49Ambient occlusion for characters
- 11:11Texture size vs performance
- 13:25Real-time texture checker
- 15:41Color correction basics
- 17:32Color correction in Unity demo
- 20:04Questions and answers session
- 28:06Occlusion culling in Unity iPhone
- 36:17Summary
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