Release date:2018, February
Author:Kent Trammell
Skill level:Beginner
Language:English
Exercise files:Yes
This tutorial focuses on creating game assets with efficiency in mind. By using fewer polygons, optimizing UV layouts, and making the most out of textures, we can create modular assets that are game-ready. The assets we’ll be creating are hard-surface sci-fi models, which will be polygon-modeled. We’ll be combining all our models’ UVs into one texture space and overlapping UVs to achieve texture symmetry and resource efficiency. Texture painting will involve an evolutionary approach, with maps being painted or baked in Blender and layered in Photoshop to create final versions. We’ll also take advantage of Unity’s PBR shading system. Finally, we’ll cover the workflow of exporting our assets from Blender and importing them into Unity, as well as updating assets between programs as we progress.
00 Introduction 01 Overview Modularity 02 Modeling Wall Sides 03 Modeling Wall Corners 04 Modeling Floor Tiles & Ramp 05 Modeling the Bridge 06 Modeling a Bridge Extension & Balcony 07 Exporting to Unity
02 Texture Creation00 Laying Out Individual UVs 01 UV Consolidation 02 Painting Base Colors 03 Finishing Base Colors (Timelapse) 04 Painting the Bump Map 05 Finishing the Bump Map (Timelapse) 06 A Few Texture Painting Tips 07 Finalizing the Color Map 08 Updating Assets in Unity 09 Painting for Metalness 10 Tweaking the Metalness Map 11 Baking Ambient Occlusion 12 Emission Map & Channel Optimization
[CGCookie] Creating Portalethium Part 1 – Modeling Modular Game Assets in Blender 2.78_Subtitles.7z


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