[MUSIC] Hi, everyone, I'm Jeremy Gibson Bond, and welcome back to Unity Certified Programmer exam preparation course. In this video, we're going to be looking at a concept art challenge. So most of your challenges in this whole series have been programming challenges. This one is almost exclusively an art challenge but it's all things that you can do inside of Unity to make your games look better. So let's dive in and take a look. So here we are in Unity as the stealth game was at the end of course three. You can see, got all of my mechanics in there, character moves around, if she steps into the light it sets off the alert mode. And I've got this cool zoom tilting in motion on the camera. This is all great, but it doesn't look fantastic. So I asked my good friend friend Ricardo Jimenez, who is another professor at Michighan State University, to do a piece of concept art for us giving his vision of what this game might look like. Let's take a look at it. So this is the piece of concept art that Ricardo made for me and you can see it's much richer than what we have. We got these cool reflective walls. We've got the amber light of the security camera contrasting with the blueish light that's coming from the emissive lights at the bottom of each wall. We've got the really bright red security gate at the end. We've got the desk kind of in shadows. And this is what I want the game to look like. Now, it's not going to look exactly like this, this is a concept to give us an idea of what we could go for. But this is what I want you to do in this challenge. Now, this is what the game looks like after I'm done with playing around with the challenge. Of course, your results may be a little bit different. But you can see I've got these cool reflections on the wall due to some reflection probes. I've got my character, who I can see, but she's got this sort of green cast to her. You've got a really nice bloom on the security gate there and on the bits down there. Let's see, I've got the security desk there is looking nice when we walk up to it. It's still got the cool green glow. I can hit this and turn off the gate. It's got some really I think very interesting stuff going on. Another effect you can see here is the color grading and green effect that I have applied to the mini map to make it really stand out and look very different from the rest of the screen. So this is your challenge, to go from this to that. Now I'm going to give you a couple of hints that you want to look at, one is when you're looking at the texture for the hallway walls, this built in pro builder vertex color texture is not going to do it. If you want to have emissive textures on your walls and things like that, you really need to use the Unity standard shader, or some other more complex shader. I was able to achieve everything I was doing with Unity standard shader. I have added a few more texture assets in here for you to use. One new texture is this SecurityRoomWalls_Emissive2. You can see it's got this white bit at the bottom that you can make emissive and then set the color of the emissive to that cyan blue and it will actually emit color in the standard shader. Another is SecurityRoomWallsSpecular. So I actually set this up as a metallic mask, not a specular mask which you can achieve certain different reflections and stuff like that using this texture that I put in for you. I also modified the texture for the desk and put a second version of it in here that's a little bit darker at the bottom. You can see that the initial one was very, very bright at the bottom. So I toned that down a little bit. One final trick that I want you to look at here is I've attached a directional light to the main camera. Now, it doesn't matter where the position of a directional light is, but the rotation matters tremendously. And I want to show you what I've done here. I've made the light highlight these objects that are lit with this tomb shader that we have. They're just too dark without that directional light. And you can see that I have isolated certain objects in different layers in the colony mask. And that way that directional light only hits those objects and it makes sure that they pop just a little bit against the background. Again, you can see that here with the player and the enemy really looking much, much better with a little bit more light on them. Another thing that you definitely want to do as part of this challenge is download the post-processing stack that Unity has put up for free on the asset store. This is a collection of really phenomenal camera effects that happen in camera space after the rest after the rendering is done. You can achieve effects so much more interesting than I've done here and I really encourage you to dive into it if you've never looked at it before. Another hint that I'll give you on this challenge is if you want these cool reflections in the walls you definatley want to look into reflection probes which are the white spots that you can see in my scene pane here. I have several of them set up and when you do set them up you really want to set the bounding box on them to make them specifically affect certain walls and not other ones. So that's it for this concept art challenge. I hope you have fun with this. I hope it allows you to dive into some things you haven't seen before. And I will see you in the next video, thanks. [MUSIC]