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146 reseñas sobre Udemy

Blender 2.8x – Modeling and texturing assets for videogames

Learn the complete workflow of the models for videogames and create ¡five assets! using Blender and Substance Painter
Instructor:
Jose Moreno
759 estudiantes matriculados
Blender 2.8x fundamentals and principal modeling tools
All the modeling workflow for videogames
Optimization for videogames
UV unwrapping for videogames
Substance Painter fundamentals
PBR texture creation for videogames
5 epic game-ready assets step by step
Rendering in real-time with Blender Eevee and Cycles
Rendering in real-time with Marmoset Toolbag
Set the models in Unreal Engine

Along this course you will learn the complete workflow to create assets from scratch using two of the most powerful programs for 3D creation.

Include the following topics:

  • The fundamental theory of creating models for next-generation games

  • The fundamental theory of the PBR materials rendering method (currently the most used in the industry)

  • All the fundamental aspects of Blender to navigate fluidly in the interface

  • All the principal modeling tools

  • Several of the most important modifiers to create specific forms and surfaces

  • How to use the Sculpt mode and how to use it to add sculpted details to our models

  • How to create High poly models

  • How to create, clean  and optimize a Low poly model

  • How to UV unwrap a model to project textures in it

  • How to project all the details from a High poly model into a Low poly model (Baking) using “matching by names” in Substance Painter

  • How to create and detail different PBR materials in Substance Painter

  • How to export all the texture maps to use them in any rendering engine

  • How to visualize any asset in Marmoset Toolbag to create high quality renders and export files for real-time visualization

  • How to import any asset in the game engine Unreal engine and how to configure the materials

  • How to set and render our models in Blender with the render engines Eevee and Cycles

Fundamentals

1
How models for videogames are made
2
What is Blender
3
Blender Instalation
4
Blender fundamentals: Interface and Workspaces
5
Blender fundamentals: Navigation in the 3D view
6
Blender fundamentals: Overlays and viewport shading
7
Blender fundamentals: Selection, visibility and collections
8
Blender fundamentals: Object creation and elimination
9
Blender fundamentals: Basic transformation
10
Blender fundamentals: The edit mode
11
Blender fundamentals: Tools in edit mode
12
Blender fundamentals: Aditional tools in edit mode
13
Blender fundamentals: The modifiers
14
Blender fundamentals: The sculpt mode
15
Blender fundamentals: Customizing the interfase
16
Addons of the course and my interfase
17
Substance Painter fundamentals 1: Workflow, navigation and bakes
18
Substance Painter fundamentals 2: Layers, materials and masks
19
Downloadable Resources

Creating the beer mug

1
Beer mug: Modeling the base
2
Beer mug: Adjusting the shape and polishing the surface
3
Beer mug: Closing the base and modeling the handle
4
Beer mug: Setting the Low poly and UV unwrapping
5
Beer mug: Adjusting the UVs
6
Beer mug: Exporting the meshes
7
Beer mug: Baking in Substance Painter
8
Beer mug: Creating the base of the wood material
9
Beer mug: Adding the edge wear of the wood
10
Beer mug: Creating the metal material
11
Beer mug: Dirt and final details
12
Beer mug: Setting the final maps and exporting

Creating the war horn

1
War horn: Modeling the base
2
War horn: Polishing the surface and modeling the rings
3
War horn: Defining the Low poly
4
War horn: UV unwrapping
5
War horn: Adjusting the UVs and exporting
6
War horn: Bakes and engravings in Substance Painter
7
War horn: Creating smart materials
8
War horn: Creating the metal material
9
War horn: Creating the horn material
10
War horn: Polishing the metal and hand-made details
11
War horn: Final details and export

Creating the combat Axe

1
Combat axe: Modeling the handle
2
Combat axe: Modeling the blade shape
3
Combat axe: Adding volume to the blade
4
Combat axe: Modeling the leather grid
5
Combat axe: Modeling the leather strip
6
Combat axe: FInishing the leather strip
7
Combat axe: Sculpting the blade details (part 1)
8
Combat axe: Sculpting the blade details (part 2)
9
Combat axe: Sculpting details on the handle
10
Combat axe: Cleaning the low poly model
11
Combat axe: UV unwrap
12
Combat axe: Adjusting the UVs
13
Combat axe: Final details and export
14
Combat axe: Bakes and blade engravings
15
Combat axe: Creating the metal material
16
Combat axe: Creating the wood material
17
Combat axe: Leather material and final details

Creating the viking shield

1
Viking shield: Modeling the metallic structure
2
Viking shield: Finishing the metallic parts
3
Viking shield: Modeling the handle and polishing the surface
4
Viking shield: Modeling the rivets
5
Viking shield: Preparing the model for sculpting
6
Viking shield: Sculpting the wear of the surface
7
Viking shield: Sculpting the wear on the edges
8
Viking shield: Sculpting the veins of the wood
9
Viking shield: Sculpting the final details
10
Viking shield: Optimizing the high poly and creating an ID map
11
Viking shield: Cleaning the low poly
12
Viking shield: UV unwrap
13
Viking shield: Adjusting the UVs
14
Viking shield: Exporting and Bakes
15
Viking shield: Creating the metal material
16
Viking shield: Creating the wood material
17
Viking shield: Adding the paint
18
Viking shield: Final details and export

Creating the viking helmet (2.79) - Practical chapter

1
Modeling the base
2
Finishing the base
3
Polishing the base
4
Modeling the visor
5
Modeling the chainmail
6
Finishing the chainmail with cloth simulations
7
Adding the rivets
8
Sculpting surface details
9
Cleaning the low poly
10
UV unwrap
11
Exporting the objects
12
Normals baking
13
Engraving details and bakes
14
Alpha channel baking
15
Metal material

Final chapter

1
Rendering in Cycles - Lighting and materials
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5 estrellas
74
4 estrellas
55
3 estrellas
12
2 estrellas
1
1 estrellas
4