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AVC 200 • Spring 2026

Week 7

Unity Lighting & Particle Systems & Student Project Reviews & Substance Workflows
March 02 – 4, 2026

Week Overview

Monday covers this lecture covers advanced Unity lighting techniques including procedural and HDRI skyboxes, reflection probes, and baked lighting for indoor scenes. The second half focuses on particle systems, covering sprite creation, randomization, environmental effects, and interactive particle events. Wednesday focuses on students presented their 3D modeling and texturing projects using Substance tools, followed by troubleshooting common issues and a detailed tutorial on Substance Modeler's primitive workflow and ID mapping in Substance Painter.

Lighting Particles Skybox Baking VFX Shaders Student Projects Substance Modeler Substance Painter Unity Integration 3D Modeling Texturing
Monday
March 02, 2026

Unity Lighting & Particle Systems

This lecture covers advanced Unity lighting techniques including procedural and HDRI skyboxes, reflection probes, and baked lighting for indoor scenes. The second half focuses on particle systems, covering sprite creation, randomization, environmental effects, and interactive particle events.

Watch Full Lecture →
1
Lighting Fundamentals
0:00 Introduction and Setup
1:53 Unity Lighting Window Overview
6:00 Procedural Skybox Creation
10:45 HDRI Skybox Implementation
17:00 Reflection Probes Setup
2
Indoor Lighting Setup
29:00 Indoor Lighting Techniques
33:00 Baked Lighting Fundamentals
42:00 Particle Systems Introduction
3
Particle System Basics
56:00 Custom Sprite Creation
1:04:00 Particle Variation and Randomization
1:14:00 Environmental Particle Effects
1:23:00 Lit vs Unlit Shaders
4
Advanced Particle Effects
1:33:00 Advanced Particle Techniques
1:47:00 Unity Particle Pack Examples
1:56:00 Texture Sheet Animation
2:02:00 Interactive Particle Events

Key Concepts

  • Procedural skyboxes control outdoor lighting and atmosphere
  • HDRI images provide realistic environmental lighting and reflections
  • Reflection probes create accurate reflections within defined areas
  • Baked lighting improves indoor scenes through pre-calculated illumination
  • Particle variation using random ranges creates more compelling effects
  • Lit shaders respond to lighting while unlit shaders maintain constant brightness
  • Texture sheet animation enables complex particle behaviors
  • Interactive particles can be triggered through code events
Wednesday
March 04, 2026

Student Project Reviews & Substance Workflows

Students presented their 3D modeling and texturing projects using Substance tools, followed by troubleshooting common issues and a detailed tutorial on Substance Modeler's primitive workflow and ID mapping in Substance Painter.

Watch Full Lecture →
1
Technical Setup
0:00 Introduction and Technical Setup
2
Student Project Presentations
10 projects
2:31 Student Work: Rail Cart Project
8:55 Animation Timeline Troubleshooting
15:12 Student Work: Multiple Technical Issues
37:42 Student Work: Garden Environment
42:04 Student Work: Character Assets
47:45 Student Work: Pool Scene
51:09 Student Work: Console and Textures
56:23 Student Work: Ashtray and Books
1:02:27 Student Work: Party Hat Creature
1:08:10 Student Work: House Environment
1:21:31 Student Work: Technical Difficulties
3
Substance Workflow Tutorial
1:26:41 Substance Modeler Cake Tutorial
1:34:02 Substance Painter ID Maps
4
Assignment Planning
1:50:17 Next Week Assignment

Key Concepts

  • Substance Modeler primitive workflow enables soft boolean operations for organic shapes
  • Vertex colors from Modeler can create ID maps for selective texturing in Painter
  • Multiple materials per object creates performance issues in game development
  • Proper UV unwrapping and texture organization is crucial for efficient workflows
  • Animation keyframes require proper timing and interpolation for smooth motion
  • Substance Painter's bake mesh maps feature generates ambient occlusion and ID data
  • Control-drag materials onto objects automatically creates masked fill layers