Search For It

Now, we will use a great resource to find textures to prototype with: Bing or Google.

For this section, we will need to go to a search engine and type metal box texture, or something similar. Once you have made that choice and saved it, we need to type wood panel texture. Did you find something you like? Great!

In the Project view, select Materials if it is not already selected. Right-click on the Folder and click on Create and then on Folder. Name the folder Textures.

Now, we will bring an art asset in a different way:

  1. Click on Assets in the main menu.
  2. Click on Import New Asset.
  3. Navigate to the folder where you saved your new textures.
  4. Select the Metal texture.
  5. Repeat steps 1-4 for the Wood texture as well.
  6. Ensure that you have the scene view selected in the main window so that your screen looks like this, and LeftRect is the selected object:
  1. Click on your Metal texture and drag it to LeftRect.
  2. When the mouse is over the object, release it:

Now, navigate to your original Materials folder in the Project view. Note that dragging the texture directly to the object automatically created the material for the texture. In the process, though, it also created another Materials directory that is a child of the original Materials directory; let's delete that directory to keep our project directories clean:

  1. Move to this new directory.
  2. Drag the metal material to the original Materials folder:
  1. Delete the child Materials folder by selecting it and pressing the Delete key.
  2. When the warning box shows up, either click Delete or press the Enter key.

Now, we can move on and look at some parts of the material that we will use. Select the New Material in the Project view. In the Inspector, you should see this:

The following is a quick overview of the commonly used areas:

  • Rendering Mode: This has four options to help objects use transparency and blending; the options are Opaque, Cutout, Transparent, and Fade.
  • Albedo: This is where our color map goes. We can change the overall color by clicking on the color picker and changing it from the default white.
  • Metallic: Without getting too heavily into the theory, the Metallic setting helps determine how metal-like the surface is, that is, the reflectivity of the material, or how much of the surrounding environment shows up in the rendering process.
  • Smoothness: The smoothness slider is part of the Metallic parameter.
  • Normal Map: A Normal Map is a type of bump map that is great for creating fine details on a model. These details can make the model appear to be of a far higher resolution than they really are.
  • Height Map: This is another type of bump map. This version is far less detailed but great for creating depth.
  • Tiling: In the X and Y fields of tiling, we can change how often a pattern repeats on an object or adjust a texture map to fit a bit more snugly.
  • Offset: The offset option allows the developer to line up how the texture is sitting on the object. Changing the X and Y fields will move the texture around accordingly.
  • Specular Highlights: This turns the Specular Highlights option on and off, which is used primarily for controlling the brightness of Specular Highlights. It can also change the color of these highlights.
  • Reflections: This turns the reflections of the objects on or off.
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