This project was made in Unity 5 by myself and some colleagues as a test of Unity 5’s new lighting system. The meshes were made in a modular fashion so that rooms can be snapped together quickly, everything apart from the props are modular including the roof beams, ventilation, and shelving. Each model was taken through Substance Designer to generate custom pbr materials that are editable in the Unity editor.
Lighting and Image Effects
Lighting – Here are the lightmapping settings we used for the final bake. There are also 3 reflection probes used, 2 baked for the room lighting, and 1 for the light shades which is set to realtime. Unity 5 is unfortunately still quite buggy for lighting, but after multiple software restarts and countless re-bakes, we finally got a result that we were happy with.
Image Effects – Image effects are so important for making things look good in Unity, but come with a heavy performance cost. Fortunately, as we were trying to push Unity to the limits, we didn’t hold back! There is a great talk from Unite 2014 on making Unity 5 look awesomeby Iestyn Lloyd, which was a great help for the image effects.
Color grading, screen-space ao and bloom and lens dirt are essential in creating atmosphere and depth in your scene, and have the biggest impact to visuals, the other image effects are the little ‘5%’ changes that provide the finishing touches.
Each mesh was modelled in high poly, either in max or zbrush, before importing into Substance Designer for baking maps like normals, ao, curvature and position. For the hard surface normals we used Quixel Suite’s nDo, for a more reliable and editable result, and combined them with the baked information. Then each substance graph was created, making sure key parameters such as grunge, age and colour were exposed so when the material was imported into Unity we had control over the look of the model and didn’t have to keep coming back to Substance Designer.
Here is a link to the video, thanks for reading!