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3D Game Development with Humanoid Charecters Using Unity

3D Game Development with Humanoid Charecters Using Unity

By Skill Up

4.8(9)
  • 30 Day Money Back Guarantee
  • Completion Certificate
  • 24/7 Technical Support

Highlights

  • On-Demand course

  • 6 hours 20 minutes

  • All levels

Description

Gain the skills and credentials to kickstart a successful career and learn from the experts with this step-by-step training course. This course for Consistent Profits has been specially designed to help learners gain a good command of 3D Game Development with Humanoid Charecters Using Unity for Consistent Profits, providing them with a solid foundation of knowledge to become a qualified professionals.

Through this course for Consistent Profits, you will gain a theoretical understanding of 3D Game Development with Humanoid Charecters Using Unity for Consistent Profits that will increase your employability in this field, help you stand out from the competition, and boost your earning potential in no time.

Not only that, but this training includes up-to-date knowledge and techniques that will ensure you have the most in-demand skills to rise to the top of the industry. This qualification is fully CPD-accredited and broken down into several manageable modules, making it ideal for aspiring professionals.

Learning outcome
  • Familiar yourself with the recent development and updates of the relevant industry

  • Know how to use your theoretical knowledge to adapt in any working environment

  • Get help from our expert tutors anytime you need

  • Access to course contents that are designed and prepared by industry professionals

  • Study at your convenient time and from wherever you want

Why should I take this course?
  • Affordable premium-quality E-learning content, you can learn at your own pace.

  • You will receive a completion certificate upon completing the course.

  • Internationally recognized Accredited Qualification will boost up your resume.

  • You will learn the researched and proven approach adopted by successful people to transform their careers.

  • You will be able to incorporate various techniques successfully and understand your customers better.

Requirements
  • No formal qualifications required, anyone from any academic background can take this course.

  • Access to a computer or digital device with internet connectivity.

Course Curriculum

Module 01: Introduction

โ–ถ

Welcome

๐Ÿ• 00:01:00

Module 02: Creating and Rigging Characters

โ–ถ

Using Autodesk's Character Generator

๐Ÿ• 00:09:00

โ–ถ

Creating characters with Adobe Fuse

๐Ÿ• 00:08:00

โ–ถ

Auto-rigging with Adobe Mixamo

๐Ÿ• 00:03:00

โ–ถ

Applying animation to rigged characters in Mixamo

๐Ÿ• 00:03:00

โ–ถ

Importing an Autodesk character into Adobe Mixamo

๐Ÿ• 00:02:00

โ–ถ

Selecting and animating a fantasy character within Mixamo

๐Ÿ• 00:04:00

โ–ถ

Exploring commercial rigged and animated characters

๐Ÿ• 00:03:00

Module 03: Setting the Scene

โ–ถ

Using Unity Hub to install the Unity Editor

๐Ÿ• 00:04:00

โ–ถ

Configuring Unity's user interface

๐Ÿ• 00:04:00

โ–ถ

Importing and setting up an architectural model

๐Ÿ• 00:07:00

โ–ถ

Importing selected standard assets

๐Ÿ• 00:05:00

โ–ถ

Rendering lightmap data for static objects

๐Ÿ• 00:05:00

Module 04: Character Materials, Textures and Normal Maps

โ–ถ

Configuring packages

๐Ÿ• 00:03:00

โ–ถ

Creating Cinemachine virtual cameras

๐Ÿ• 00:08:00

โ–ถ

Importing a character into Unity

๐Ÿ• 00:06:00

โ–ถ

Combining texture maps in Photoshop

๐Ÿ• 00:09:00

โ–ถ

Shaders and render modes for eyes and eyelashes

๐Ÿ• 00:05:00

โ–ถ

Configuring hair material and texture maps

๐Ÿ• 00:05:00

โ–ถ

Combining textures with alpha channel using Gimp

๐Ÿ• 00:05:00

Module 05: Third-Person Character Control

โ–ถ

Exploring an avatar's bones and muscles

๐Ÿ• 00:05:00

โ–ถ

Referencing a controller in the animator component

๐Ÿ• 00:07:00

โ–ถ

Controlling the character with scripts and components

๐Ÿ• 00:07:00

โ–ถ

Altering code to make the character walk by default

๐Ÿ• 00:06:00

โ–ถ

Altering the script to walk and not run diagonally

๐Ÿ• 00:05:00

Module 06: Configuring Characters and Cameras

โ–ถ

Set up Cinemachine FreeLook camera

๐Ÿ• 00:04:00

โ–ถ

Fine-tune free look rigs

๐Ÿ• 00:07:00

โ–ถ

Replacing animations in controller

๐Ÿ• 00:07:00

โ–ถ

Integrating a death animation into controller

๐Ÿ• 00:07:00

โ–ถ

Scripting death by falling

๐Ÿ• 00:05:00

โ–ถ

Walking upstairs using colliders from hidden ramps

๐Ÿ• 00:05:00

Module 07: Making Characters Easily Interchangeable

โ–ถ

Bringing in a new character

๐Ÿ• 00:04:00

โ–ถ

Designing a third person player game object

๐Ÿ• 00:06:00

โ–ถ

Connecting FreeLook camera to third person player

๐Ÿ• 00:03:00

โ–ถ

Swapping out characters within the third person player

๐Ÿ• 00:03:00

โ–ถ

Using legacy characters

๐Ÿ• 00:06:00

โ–ถ

Using high quality commercial characters

๐Ÿ• 00:07:00

โ–ถ

Making character prefabs and overrides

๐Ÿ• 00:06:00

Module 08: Refining Look with Cinemachine Extensions

โ–ถ

Using the Cinemachine collider extension

๐Ÿ• 00:06:00

โ–ถ

Setting up post-processing and anti-aliasing

๐Ÿ• 00:04:00

โ–ถ

Configuring post-processing effects

๐Ÿ• 00:06:00

Module 09: Animating Stationary Characters

โ–ถ

Commercial animated stationary characters

๐Ÿ• 00:07:00

โ–ถ

Custom animated stationary characters

๐Ÿ• 00:06:00

โ–ถ

Providing seating for an animated character

๐Ÿ• 00:04:00

โ–ถ

Cropping an animation on humanoid rig

๐Ÿ• 00:06:00

Module 10: Making Non-Player Characters Artificially Intelligent

โ–ถ

Bring in a new character to be driven by Ai

๐Ÿ• 00:04:00

โ–ถ

Configuring components on Ai character

๐Ÿ• 00:04:00

โ–ถ

Building and refining the nav mesh

๐Ÿ• 00:05:00

โ–ถ

Getting agents to climb stairs

๐Ÿ• 00:04:00

โ–ถ

Creating off-mesh links

๐Ÿ• 00:03:00

โ–ถ

Making nav mesh obstacles

๐Ÿ• 00:06:00

โ–ถ

Implementing high-cost areas for the Ai

๐Ÿ• 00:06:00

โ–ถ

Abstracting NPC for use with other skins & avatars

๐Ÿ• 00:06:00

Module 11: Converting the Simulation into a Game

โ–ถ

Outlining the goal of the game

๐Ÿ• 00:03:00

โ–ถ

Getting the NPC to chase the Player

๐Ÿ• 00:03:00

โ–ถ

Getting a hold of the Player's Animator through code

๐Ÿ• 00:08:00

โ–ถ

Logging NPC's collision with Player to console

๐Ÿ• 00:06:00

โ–ถ

Stopping the NPC and killing the Player

๐Ÿ• 00:07:00

โ–ถ

Offsetting the death animation

๐Ÿ• 00:03:00

โ–ถ

Allowing NPC to take leap with off-mesh link

๐Ÿ• 00:07:00

Module 12: Building a User Interface

โ–ถ

Adding user interface with canvases and buttons

๐Ÿ• 00:09:00

โ–ถ

Toggling defeat canvas on when NPC collides with Player

๐Ÿ• 00:04:00

โ–ถ

Differentiating between victory and defeat in code

๐Ÿ• 00:09:00

โ–ถ

Refining the NavMesh for fluid Ai movement

๐Ÿ• 00:03:00

โ–ถ

Building a GameManager class and game object

๐Ÿ• 00:08:00

โ–ถ

Connecting Restart buttons to setting bool Property true

๐Ÿ• 00:05:00

Module 13: Playing with Game Controllers

โ–ถ

Connecting controller and testing in game

๐Ÿ• 00:01:00

โ–ถ

Mapping the Fire2 axis to run

๐Ÿ• 00:07:00

โ–ถ

Mapping the Fire1 axis to crouch

๐Ÿ• 00:05:00

โ–ถ

Mapping analogue stick to Cinemachine FreeLook camera

๐Ÿ• 00:05:00

โ–ถ

Fine tuning how analog game stick controls camera

๐Ÿ• 00:05:00

Module 14: Conclusion

โ–ถ

Building and playing standalone game

๐Ÿ• 00:05:00

โ–ถ

Bonus

๐Ÿ• 00:01:00

About The Provider

Skill Up
Skill Up
4.8(9)

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