First in a series of worklogs for creating a Unity RPG.
Scene 001 is going to be our starting scene. We are in the middle of a small town on the rails. Here is where we'll be introduced to the world, talk to some people, gain employment and buy some stuff.
Our city should look like a Victorian era city mixed with steampunk/futuristic elements. Cobblestone streets, old brick buildings with lots of pipes, signs, and some futuristic generator looking stuff.
Start a new scene.
Game Object/Create Other/Plane
Change scale 1000,1,1000 (might shrink that later if it's too big)
Rename it to "Ground"
Under Assets, create new folder "Ghost"
Under Ghost folder, create new folders "materials" "textures" "scripts" "prefabs"
Found a good cobblestone/brick texture at Texturelib.com
Imported into Assets (under Textures)
In Materials folder, right click, Create/Material, named Cobblestone01
Drop texture into Material for diffuse (We'll add normal in a sec).
Project Hierarchy/Standard assets/Character Controllers
Drop "First person controller" onto your scene.
Delete the game object named "Main Camera"...you'll have one attached to your Character Controller
Now sometimes it's a bit difficult to find where you put something. Do this:
On your plane named "Ground", change Transform to 0,0,0
On your Character controller, change Transform to 0,1.3,0 (you can also just put it at 0,0,0 and drag it up on the y axis. The character controller has to be completely above the plane, but not much otherwise he'll fall through).
Now, when I test the game, I see that the plane is grey cause it is large and the material is not tiled. I played around and found for my material that 2000x2000 tiling looks good (it's going to depend on your texture and the size of your plane).
Now, make the normal map for your texture. Easy way is to take your diffuse texture and make a copy of it and import into Assets. Then in the Import Inspector, choose Texture Type=normal map.
In cobblestone01 material, select Shader=bumped diffuse. Drop your normal map onto the normal map texture. I want to see the bumpiness, so I add: Game Object/Create Other/Directional Light. Right now I don't care what direction it's pointing.
Test the scene and it's crazy bumpy! Back to our normal map in the Inspector. Change bumpiness to 0.05 and apply. That's good for now. I'll prolly go in later and change it a bit...there's improvement to be made. But it's fine for now.
BTW, Save Often! My Unity crashes a lot!




