Overview

This comprehensive online course is designed to guide participants through the process of creating 3D humanoid characters within Unity, a leading game development platform. From concept art to rigging, animation, and integration with Unity, students will learn the essential skills needed to bring their imaginative characters to life. The course covers a range of topics, including modelling techniques, texture mapping, skeletal rigging, and facial expressions, ensuring characters are not only visually stunning but also fully animated and ready for implementation in-game environments. Through a blend of theoretical lessons and practical exercises, participants will master the use of Unity’s powerful tools and plugins, such as Blender for modelling and Adobe Photoshop for textures, to design, animate, and integrate 3D characters into their projects. Whether you’re aiming to enhance your game development portfolio or break into the industry, this course offers the knowledge and skills to achieve your goals.

Learning Outcomes

  • • Master the fundamentals of 3D character design, including modelling, texturing, and rigging.
  • • Learn to animate humanoid characters effectively, focusing on realistic movements and expressions.
  • • Understand the integration of 3D characters into Unity, including setting up scenes and implementing character controls.
  • • Gain proficiency in using Unity’s Animator to create complex animation sequences.
  • • Develop the ability to troubleshoot common issues in character creation and animation within Unity.

What Will Make You Stand Out?

Upon completion of this course, you’ll acquire the following:

  • • CPD QS Accredited Course.
  • • Upon Course Completion, Earn a Complimentary PDF and a Hard Copy Certificate to Showcase Your Enhanced Skills.
  • • Lifetime access.
  • • 24×7 Tutor Support.
  • • Complete the course at your own pace.

Description

This dynamic course offers an in-depth exploration of creating and animating 3D humanoid characters specifically for Unity. Through hands-on tutorials and guided projects, students will navigate the complete character development pipeline, from initial sketches to final implementation in a game scene. Emphasis is placed on practical skills, such as rigging bodies and facial expressions for animation, as well as applying textures and materials to bring characters to life. The course is structured to build proficiency in Unity and auxiliary software tools, preparing students to create professional-quality characters for their games or interactive media projects.

Who is this course for?

Ideal for aspiring game developers, animators, and digital artists seeking to specialize in 3D character creation for video games or VR/AR applications.

Requirements

A basic understanding of Unity and 3D modelling software is recommended. Access to Unity, Blender, and Adobe Photoshop is required.

Career Paths

  • • Game Developer
  • • 3D Animator
  • • Character Designer
  • • VR/AR Content Creator
  • • Digital Artist

Course Curriculum

Module 01: Introduction
Welcome 00:01:00
Module 02: Creating and Rigging Characters
Using Autodesk’s Character Generator 00:09:00
Creating characters with Adobe Fuse 00:08:00
Auto-rigging with Adobe Mixamo 00:03:00
Applying animation to rigged characters in Mixamo 00:03:00
Importing an Autodesk character into Adobe Mixamo 00:03:00
Selecting and animating a fantasy character within Mixamo 00:04:00
Exploring commercial rigged and animated characters 00:03:00
Module 03: Setting the Scene
Using Unity Hub to install the Unity Editor 00:06:00
Configuring Unity’s user interface 00:04:00
Importing and setting up an architectural model 00:07:00
Importing selected standard assets 00:05:00
Rendering lightmap data for static objects 00:05:00
Module 04: Character Materials, Textures and Normal Maps
Configuring packages 00:03:00
Creating Cinemachine virtual cameras 00:08:00
Importing a character into Unity 00:06:00
Combining texture maps in Photoshop 00:09:00
Shaders and render modes for eyes and eyelashes 00:05:00
Configuring hair material and texture maps 00:05:00
Combining textures with alpha channel using Gimp 00:05:00
Module 05: Third-Person Character Control
Exploring an avatar’s bones and muscles 00:05:00
Referencing a controller in the animator component 00:07:00
Controlling the character with scripts and components 00:07:00
Altering code to make the character walk by default 00:06:00
Altering the script to walk and not run diagonally 00:05:00
Module 06: Configuring Characters and Cameras
Set up Cinemachine FreeLook camera 00:03:00
Fine-tune free look rigs 00:07:00
Replacing animations in controller 00:07:00
Integrating a death animation into controller 00:07:00
Scripting death by falling 00:05:00
Walking upstairs using colliders from hidden ramps 00:05:00
Module 07: Making Characters Easily Interchangeable
Bringing in a new character 00:04:00
Designing a third person player game object 00:06:00
Connecting FreeLook camera to third person player 00:03:00
Swapping out characters within the third person player 00:03:00
Using legacy characters 00:06:00
Using high quality commercial characters 00:07:00
Making character prefabs and overrides 00:06:00
Module 08: Refining Look with Cinemachine Extensions
Using the Cinemachine collider extension 00:06:00
Setting up post-processing and anti-aliasing 00:04:00
Configuring post-processing effects 00:06:00
Module 09: Animating Stationary Characters
Commercial animated stationary characters 00:07:00
Custom animated stationary characters 00:06:00
Providing seating for an animated character 00:04:00
Cropping an animation on humanoid rig 00:06:00
Module 10: Making Non-Player Characters Artificially Intelligent
Bring in a new character to be driven by Ai 00:04:00
Configuring components on Ai character 00:04:00
Building and refining the nav mesh 00:05:00
Getting agents to climb stairs 00:03:00
Creating off-mesh links 00:03:00
Making nav mesh obstacles 00:06:00
Implementing high-cost areas for the Ai 00:06:00
Abstracting NPC for use with other skins & avatars 00:06:00
Module 11: Converting the Simulation into a Game
Outlining the goal of the game 00:03:00
Getting the NPC to chase the Player 00:03:00
Getting a hold of the Player’s Animator through code 00:08:00
Logging NPC’s collision with Player to console 00:06:00
Stopping the NPC and killing the Player 00:07:00
Offsetting the death animation 00:03:00
Allowing NPC to take leap with off-mesh link 00:07:00
Module 12: Building a User Interface
Adding user interface with canvases and buttons 00:09:00
Toggling defeat canvas on when NPC collides with Player 00:04:00
Differentiating between victory and defeat in code 00:09:00
Refining the NavMesh for fluid Ai movement 00:03:00
Building a GameManager class and game object 00:08:00
Connecting Restart buttons to setting bool Property true 00:05:00
Module 13: Playing with Game Controllers
Connecting controller and testing in game 00:01:00
Mapping the Fire2 axis to run 00:07:00
Mapping the Fire1 axis to crouch 00:05:00
Mapping analogue stick to Cinemachine FreeLook camera 00:05:00
Fine tuning how analog game stick controls camera 00:05:00
Module 14: Conclusion
Building and playing standalone game 00:05:00
Bonus 00:01:00

Frequently Asked Questions

In the UK, the social care system is mainly managed by the local councils. People are directly employed by the councils. They often work together with the health commissioners under joint funding arrangements. Some people work for private companies or voluntary organizations hired by local councils. They help the local councils with their personal social services.

In the UK, the social care system is mainly managed by the local councils. People are directly employed by the councils. They often work together with the health commissioners under joint funding arrangements. Some people work for private companies or voluntary organizations hired by local councils. They help the local councils with their personal social services.

In the UK, the social care system is mainly managed by the local councils. People are directly employed by the councils. They often work together with the health commissioners under joint funding arrangements. Some people work for private companies or voluntary organizations hired by local councils. They help the local councils with their personal social services.

In the UK, the social care system is mainly managed by the local councils. People are directly employed by the councils. They often work together with the health commissioners under joint funding arrangements. Some people work for private companies or voluntary organizations hired by local councils. They help the local councils with their personal social services.

In the UK, the social care system is mainly managed by the local councils. People are directly employed by the councils. They often work together with the health commissioners under joint funding arrangements. Some people work for private companies or voluntary organizations hired by local councils. They help the local councils with their personal social services.

3D Humanoid Characters in Unity
£21
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This course includes:
  • units Number of Units:
    73
  • Lock Access:
    1 Year
  • Duration Duration:
    6 hours, 21 minutes
  • Certificate PDF Certificate
    Included
CPD and SSL Lifetime Access

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