Lighting and environment: Sub meshes

Objective: Create materials to use as sub meshes to make a stunning environment.

Painting wall before and after sub meshes are assigned.

To bring the PaintingWall to life, shown above, materials need to be created and assigned to the four child objects that compose the wall.

The PaintingWall will require three separate sub meshes which are are assigned in the inspectors. These sub meshes or materials are assigned to the elements which appear in the Mesh Renderer.

PaintingWall

To create the sub meshes go to the material folder and create a new material and name it Painting_Wall_Mat. Assign a WhiteWall texture from GameDevHQ to the albedo using a grey color(R 160, G 160, B 160, A 255). Set metallic to 0 and roughness to 0.28. The tiling should be set to 10 for both X & Y. This gives a white marble appearance. Assign this to element0 in the PaintingWall.

Painting_Wall_mat

Go to the material folder and create a new material named Painting_Black_Mat. Assign a BlackMarbleColumn texture from GameDevHQ to the albedo using a white color (R 255, G 255, B 255, A 255). Set metallic to 0.85 and roughness to 0.76. The tiling should be set to 4 for both X & Y. This gives a black marble appearance. Assign this to element1 in the PaintingWall.

Painting_Black_mat

For the gold trim, create a new material named Gold_Trim_mat. No texture for albedo is used but the gold color is set to R 245, G 227, B 122, A 255. Set metallic to 1 and roughness to 1. The tiling should be set to 1 for both X & Y. This gives a shiny golden appearance. Assign this to element2 in the PaintingWall, and to element0 in both GoldDecor_5 and Painting_Rim.

Gold_Trim_mat

Assign painting12, made by artists at GameDevHQ, to Painting element0. This completes the rendering of the PaintingWall.

Software engineer