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Game Asset Creation with Blender 2.8 & Substance Painter

Learn how to model, texture and render a high quality game asset using Blender, Substance Painter & Marmoset Toolbag
Instructor:
Denis Culic
18 estudiantes matriculados
How to create Low and High poly version of asset inside Blender.
UV Unwraping in Blender.
Baking normal map in Substance Painter.
PBR texturing techniques in Substance Painter.
Rendering the asset in Iray ( Substance Painter ) .
Importing and rendering the asset inside Marmoset Toolbag ( Video & Images ).
Compositing & Post Production of the render in Photoshop.

The main principle in creating a game asset is to preserve maximum level of details at the minimum polygon count. In this course you will learn how to preserve details in your low poly without adding more polygons.

In order your model to look realistic it requires a highquality texture, together we will create 3 Physically based rendering (PBR) textures for our asset, which can be later exported to an game engine. The look of your model also depends on the engine it is rendered in. We are going to render our asset inside Iray ( Substance painter integrated render engine ) and also inside Marmoset Toolbag. These render engines supports Real-Time Rendering and this is the place where our PBR textured game asset is going to shine !

In order to make you familiar with the entire workflow of creating a game asset, we will create together an M24 Antitank grenade used in WWII. This is going to be the model on which you will learn, practice every step and all the techniques required to create a high quality game asset from idea to its visualization !

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Introduction

Chapter 1 - Blender Setup & Refference images importing

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1.0 - Blender Setup
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1.1 - Importing Reference Images

Chapter 2 - Low Poly modeling

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2.0 -Explosives modeling
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2.1 - Handle Modeling
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2.2 - Eplosives Pack Modeling
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2.3 - Wire Modeling
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2.4 - Wire Array

Chapter 3 - High Poly Modeling

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3.0 - Main Explosive high poly modeling
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3.1 - Finishing the main explosive high poly
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3.2 - Explosive Pack high poly modeling
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3.3 - Handle High Poly modeling
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3.4 - Wire high poly modeling

Chapter 4 - UV Unwraping

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4.0 - Unwraping first explosive part
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4.1 - Transfering UV Map to similar objects
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4.2 - Main Explosive Part and Handle UV unwraping
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4.3 - Wire UV unwraping
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4.4 - Applying UV Checker
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4.5 - UV Layout arrange
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4.6 - Finishing UV Layout
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4.7 - Exporting objects from Blender

Chapter 5 - Texturing inside Substance Painter

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5.0- Importing the Low Poly and baking maps
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5.1 - Creating material for each part of the mesh
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5.2 - Creating Alpha Texture inside photoshop
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5.3 - Texturing explosive pack
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5.4 - Finishing the texture for explosive pack
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5.5 - Texturing the handle
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5.6 - Finishing the wood texture for the handle
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5.7 - Texturing the wire and exporting Texture Maps

Chapter 6 - Rendering inside Substance Painter

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6.0 - Exploring Render settings and getting first render shot
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6.1 - Rendering close shots

Chapter 7 -Rendering inside Marmoset Toolbag

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7.0 Importing the Asset and Textures inside Marmoset Toolbag
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7.1 - Adjusting the turntable and camera settings
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7.2 - Getting first render shots
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7.3 - Continue rendering our asset

Compositing renders inside Photoshop

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Compositing renders inside Photoshop
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