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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

β–Ά

Welcome

πŸ• 00:01:00

Module 02: Creating and Rigging Characters

β–Ά

Using Autodesk's Character Generator

πŸ• 00:09:00

β–Ά

Creating characters with Adobe Fuse

πŸ• 00:08:00

β–Ά

Auto-rigging with Adobe Mixamo

πŸ• 00:03:00

β–Ά

Applying animation to rigged characters in Mixamo

πŸ• 00:03:00

β–Ά

Importing an Autodesk character into Adobe Mixamo

πŸ• 00:02:00

β–Ά

Selecting and animating a fantasy character within Mixamo

πŸ• 00:04:00

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Exploring commercial rigged and animated characters

πŸ• 00:03:00

Module 03: Setting the Scene

β–Ά

Using Unity Hub to install the Unity Editor

πŸ• 00:04:00

β–Ά

Configuring Unity's user interface

πŸ• 00:04:00

β–Ά

Importing and setting up an architectural model

πŸ• 00:07:00

β–Ά

Importing selected standard assets

πŸ• 00:05:00

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Rendering lightmap data for static objects

πŸ• 00:05:00

Module 04: Character Materials, Textures and Normal Maps

β–Ά

Configuring packages

πŸ• 00:03:00

β–Ά

Creating Cinemachine virtual cameras

πŸ• 00:08:00

β–Ά

Importing a character into Unity

πŸ• 00:06:00

β–Ά

Combining texture maps in Photoshop

πŸ• 00:09:00

β–Ά

Shaders and render modes for eyes and eyelashes

πŸ• 00:05:00

β–Ά

Configuring hair material and texture maps

πŸ• 00:05:00

β–Ά

Combining textures with alpha channel using Gimp

πŸ• 00:05:00

Module 05: Third-Person Character Control

β–Ά

Exploring an avatar's bones and muscles

πŸ• 00:05:00

β–Ά

Referencing a controller in the animator component

πŸ• 00:07:00

β–Ά

Controlling the character with scripts and components

πŸ• 00:07:00

β–Ά

Altering code to make the character walk by default

πŸ• 00:06:00

β–Ά

Altering the script to walk and not run diagonally

πŸ• 00:05:00

Module 06: Configuring Characters and Cameras

β–Ά

Set up Cinemachine FreeLook camera

πŸ• 00:04:00

β–Ά

Fine-tune free look rigs

πŸ• 00:07:00

β–Ά

Replacing animations in controller

πŸ• 00:07:00

β–Ά

Integrating a death animation into controller

πŸ• 00:07:00

β–Ά

Scripting death by falling

πŸ• 00:05:00

β–Ά

Walking upstairs using colliders from hidden ramps

πŸ• 00:05:00

Module 07: Making Characters Easily Interchangeable

β–Ά

Bringing in a new character

πŸ• 00:04:00

β–Ά

Designing a third person player game object

πŸ• 00:06:00

β–Ά

Connecting FreeLook camera to third person player

πŸ• 00:03:00

β–Ά

Swapping out characters within the third person player

πŸ• 00:03:00

β–Ά

Using legacy characters

πŸ• 00:06:00

β–Ά

Using high quality commercial characters

πŸ• 00:07:00

β–Ά

Making character prefabs and overrides

πŸ• 00:06:00

Module 08: Refining Look with Cinemachine Extensions

β–Ά

Using the Cinemachine collider extension

πŸ• 00:06:00

β–Ά

Setting up post-processing and anti-aliasing

πŸ• 00:04:00

β–Ά

Configuring post-processing effects

πŸ• 00:06:00

Module 09: Animating Stationary Characters

β–Ά

Commercial animated stationary characters

πŸ• 00:07:00

β–Ά

Custom animated stationary characters

πŸ• 00:06:00

β–Ά

Providing seating for an animated character

πŸ• 00:04:00

β–Ά

Cropping an animation on humanoid rig

πŸ• 00:06:00

Module 10: Making Non-Player Characters Artificially Intelligent

β–Ά

Bring in a new character to be driven by Ai

πŸ• 00:04:00

β–Ά

Configuring components on Ai character

πŸ• 00:04:00

β–Ά

Building and refining the nav mesh

πŸ• 00:05:00

β–Ά

Getting agents to climb stairs

πŸ• 00:04:00

β–Ά

Creating off-mesh links

πŸ• 00:03:00

β–Ά

Making nav mesh obstacles

πŸ• 00:06:00

β–Ά

Implementing high-cost areas for the Ai

πŸ• 00:06:00

β–Ά

Abstracting NPC for use with other skins & avatars

πŸ• 00:06:00

Module 11: Converting the Simulation into a Game

β–Ά

Outlining the goal of the game

πŸ• 00:03:00

β–Ά

Getting the NPC to chase the Player

πŸ• 00:03:00

β–Ά

Getting a hold of the Player's Animator through code

πŸ• 00:08:00

β–Ά

Logging NPC's collision with Player to console

πŸ• 00:06:00

β–Ά

Stopping the NPC and killing the Player

πŸ• 00:07:00

β–Ά

Offsetting the death animation

πŸ• 00:03:00

β–Ά

Allowing NPC to take leap with off-mesh link

πŸ• 00:07:00

Module 12: Building a User Interface

β–Ά

Adding user interface with canvases and buttons

πŸ• 00:09:00

β–Ά

Toggling defeat canvas on when NPC collides with Player

πŸ• 00:04:00

β–Ά

Differentiating between victory and defeat in code

πŸ• 00:09:00

β–Ά

Refining the NavMesh for fluid Ai movement

πŸ• 00:03:00

β–Ά

Building a GameManager class and game object

πŸ• 00:08:00

β–Ά

Connecting Restart buttons to setting bool Property true

πŸ• 00:05:00

Module 13: Playing with Game Controllers

β–Ά

Connecting controller and testing in game

πŸ• 00:01:00

β–Ά

Mapping the Fire2 axis to run

πŸ• 00:07:00

β–Ά

Mapping the Fire1 axis to crouch

πŸ• 00:05:00

β–Ά

Mapping analogue stick to Cinemachine FreeLook camera

πŸ• 00:05:00

β–Ά

Fine tuning how analog game stick controls camera

πŸ• 00:05:00

Module 14: Conclusion

β–Ά

Building and playing standalone game

πŸ• 00:05:00

β–Ά

Bonus

πŸ• 00:01:00

About The Provider

Skill Up
Skill Up
London
4.8(9)

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