Booking options
ยฃ25
ยฃ25
On-Demand course
6 hours 20 minutes
All levels
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.
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
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.
No formal qualifications required, anyone from any academic background can take this course.
Access to a computer or digital device with internet connectivity.
Module 01: Introduction | |||
โถ | Welcome | ๐ 00:01:00 | |
Module 02: Creating and Rigging Characters | |||
โถ | Using Autodesk's Character Generator | ๐ 00:09:00 | |
โถ | Creating characters with Adobe Fuse | ๐ 00:08:00 | |
โถ | Auto-rigging with Adobe Mixamo | ๐ 00:03:00 | |
โถ | Applying animation to rigged characters in Mixamo | ๐ 00:03:00 | |
โถ | Importing an Autodesk character into Adobe Mixamo | ๐ 00:02:00 | |
โถ | Selecting and animating a fantasy character within Mixamo | ๐ 00:04:00 | |
โถ | Exploring commercial rigged and animated characters | ๐ 00:03:00 | |
Module 03: Setting the Scene | |||
โถ | Using Unity Hub to install the Unity Editor | ๐ 00:04:00 | |
โถ | Configuring Unity's user interface | ๐ 00:04:00 | |
โถ | Importing and setting up an architectural model | ๐ 00:07:00 | |
โถ | Importing selected standard assets | ๐ 00:05:00 | |
โถ | Rendering lightmap data for static objects | ๐ 00:05:00 | |
Module 04: Character Materials, Textures and Normal Maps | |||
โถ | Configuring packages | ๐ 00:03:00 | |
โถ | Creating Cinemachine virtual cameras | ๐ 00:08:00 | |
โถ | Importing a character into Unity | ๐ 00:06:00 | |
โถ | Combining texture maps in Photoshop | ๐ 00:09:00 | |
โถ | Shaders and render modes for eyes and eyelashes | ๐ 00:05:00 | |
โถ | Configuring hair material and texture maps | ๐ 00:05:00 | |
โถ | Combining textures with alpha channel using Gimp | ๐ 00:05:00 | |
Module 05: Third-Person Character Control | |||
โถ | Exploring an avatar's bones and muscles | ๐ 00:05:00 | |
โถ | Referencing a controller in the animator component | ๐ 00:07:00 | |
โถ | Controlling the character with scripts and components | ๐ 00:07:00 | |
โถ | Altering code to make the character walk by default | ๐ 00:06:00 | |
โถ | Altering the script to walk and not run diagonally | ๐ 00:05:00 | |
Module 06: Configuring Characters and Cameras | |||
โถ | Set up Cinemachine FreeLook camera | ๐ 00:04:00 | |
โถ | Fine-tune free look rigs | ๐ 00:07:00 | |
โถ | Replacing animations in controller | ๐ 00:07:00 | |
โถ | Integrating a death animation into controller | ๐ 00:07:00 | |
โถ | Scripting death by falling | ๐ 00:05:00 | |
โถ | Walking upstairs using colliders from hidden ramps | ๐ 00:05:00 | |
Module 07: Making Characters Easily Interchangeable | |||
โถ | Bringing in a new character | ๐ 00:04:00 | |
โถ | Designing a third person player game object | ๐ 00:06:00 | |
โถ | Connecting FreeLook camera to third person player | ๐ 00:03:00 | |
โถ | Swapping out characters within the third person player | ๐ 00:03:00 | |
โถ | Using legacy characters | ๐ 00:06:00 | |
โถ | Using high quality commercial characters | ๐ 00:07:00 | |
โถ | Making character prefabs and overrides | ๐ 00:06:00 | |
Module 08: Refining Look with Cinemachine Extensions | |||
โถ | Using the Cinemachine collider extension | ๐ 00:06:00 | |
โถ | Setting up post-processing and anti-aliasing | ๐ 00:04:00 | |
โถ | Configuring post-processing effects | ๐ 00:06:00 | |
Module 09: Animating Stationary Characters | |||
โถ | Commercial animated stationary characters | ๐ 00:07:00 | |
โถ | Custom animated stationary characters | ๐ 00:06:00 | |
โถ | Providing seating for an animated character | ๐ 00:04:00 | |
โถ | Cropping an animation on humanoid rig | ๐ 00:06:00 | |
Module 10: Making Non-Player Characters Artificially Intelligent | |||
โถ | Bring in a new character to be driven by Ai | ๐ 00:04:00 | |
โถ | Configuring components on Ai character | ๐ 00:04:00 | |
โถ | Building and refining the nav mesh | ๐ 00:05:00 | |
โถ | Getting agents to climb stairs | ๐ 00:04:00 | |
โถ | Creating off-mesh links | ๐ 00:03:00 | |
โถ | Making nav mesh obstacles | ๐ 00:06:00 | |
โถ | Implementing high-cost areas for the Ai | ๐ 00:06:00 | |
โถ | Abstracting NPC for use with other skins & avatars | ๐ 00:06:00 | |
Module 11: Converting the Simulation into a Game | |||
โถ | Outlining the goal of the game | ๐ 00:03:00 | |
โถ | Getting the NPC to chase the Player | ๐ 00:03:00 | |
โถ | Getting a hold of the Player's Animator through code | ๐ 00:08:00 | |
โถ | Logging NPC's collision with Player to console | ๐ 00:06:00 | |
โถ | Stopping the NPC and killing the Player | ๐ 00:07:00 | |
โถ | Offsetting the death animation | ๐ 00:03:00 | |
โถ | Allowing NPC to take leap with off-mesh link | ๐ 00:07:00 | |
Module 12: Building a User Interface | |||
โถ | Adding user interface with canvases and buttons | ๐ 00:09:00 | |
โถ | Toggling defeat canvas on when NPC collides with Player | ๐ 00:04:00 | |
โถ | Differentiating between victory and defeat in code | ๐ 00:09:00 | |
โถ | Refining the NavMesh for fluid Ai movement | ๐ 00:03:00 | |
โถ | Building a GameManager class and game object | ๐ 00:08:00 | |
โถ | Connecting Restart buttons to setting bool Property true | ๐ 00:05:00 | |
Module 13: Playing with Game Controllers | |||
โถ | Connecting controller and testing in game | ๐ 00:01:00 | |
โถ | Mapping the Fire2 axis to run | ๐ 00:07:00 | |
โถ | Mapping the Fire1 axis to crouch | ๐ 00:05:00 | |
โถ | Mapping analogue stick to Cinemachine FreeLook camera | ๐ 00:05:00 | |
โถ | Fine tuning how analog game stick controls camera | ๐ 00:05:00 | |
Module 14: Conclusion | |||
โถ | Building and playing standalone game | ๐ 00:05:00 | |
โถ | Bonus | ๐ 00:01:00 |
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