This tutorial will show you how to use the UVW Unwrap Editor to flatten a model for easy all in one texturing.
A quick description of the differences in these three types of maps.
A simple guide to texture texel density
This short video will help you get up to speed quickly in Blender. It is a brief introduction to Blender that covers selection, navigation, Object and Edit modes, as well as the Extrude and Loop Cut tools.
A quick tutorial on how the cloth component works
An overview of the different ways you can set up your projects graphics settings
The official Unity post processing stack offers all of the essential image effects to bootstrap your projects graphics!
A quick explanation of how to manipulate the toon shader.
An intro to the various properties of particle systems and how to manipulate them.
A small tutorial on creating circular particle motion.
A playlist exploring how to lay things out evenly based on math.
A tutorial on how to use Unity's lighting system to light a simple scene
A walk through of how to use the new progressive lightmapping feature.
A solid video on the basics of realtime lights.
More of just an asset, this is a very nice refractive shader.
This tutorial explains how to pass arrays to shaders in Unity. This feature has been present for a long time, but is mostly undocumented.
Shaders to simulate varying types of color blindness so you can make your game accessible!
The visual highlighting system has been an ongoing challenge throughout the development of Software Inc. It seems very simple on the surface, and in the end it was, but I had to read up on shaders to finally land on a working solution.
This series of posts will gently introduce you to shader coding, and is oriented to developers with little to no knowledge about shaders.
A solid playlist of videos explaining how to work with shaders.
In this Visual Case Study, we explore a subtle yet enchanting effect from the Ice Caves of Spelunky!
Interior mapping is a shader technique used to simulate floors in buildings
How to achieve a quick and semi-realistic subsurface scattering effect by extending the standard shader.
A shader that deforms the terrain to look like tracks in the snow.
A quick little tutorial (and code) to make a vertical fog shader.
A well written seven part series on making a jelly shader that can react to inputs.
A simple tutorial on creating reflections using a cubemap, also has a link to a tutorial on how to make cubemaps.
This tutorial series shows you how to take audio input and represent it visually.
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