
Introduction to the course
Introduction to creating the fish by using the high-poly to low-poly method.
In this lecture we will import our reference image to get ready to sculpt. I've included the reference I'll be using in the lecture, but feel free to find a fish reference you like. Make sure it's in side view.
In this lecture we will begin the base mesh of the fish. We will start with basic geometry and extrude to match our reference image.
In this lecture we are continuing the base mesh and getting it ready to add more details.
In this lecture we will be sculpting finer details onto the base mesh of the fish.
In this lecture we will be using a alpha mask texture in order to create scales for our fish. Alpha textures are great for creating complex details during sculpting.
Introduction to retopology and the goals we have for retopologizing our fish.
In this lecture we will be retopologizing our model.
Timelapse of the retopology of the fish. Retopology takes a really really long time. Throw on some music and take your time.
In this lecture we will mark seams on our model and uv unwrap it.
In this lecture we will focus on rendering out our texture maps onto our uv layouts.
In this lecture we will add a color map to our model and bake the color to save out as a new image.
In this lecture we will set up our material on our fish.
Congratulations! You finished the fish and learned the first method to creating game assets in Blender. I hope you learned a lot in this section. I will see you in the next!
Introduction to creating the barrel game asset.
In this lecture we are gathering our reference image.
In this lecture we start our low-poly model of the barrel.
In this lecture we learn about the subdivision surface modifier.
In this lecture we will duplicate our low-poly model and begin sculpting.
In this lecture we will create a UV layout for our barrel
In this lecture we will bake out our barrel textures.
In this lecture we will create our barrel PBR material.
Congratulations on finishing the second section! You should now have a completed barrel. I hope you enjoyed this section, and I'll see you in the final one!
Introduction to the final model we will be making in this course.
In this lecture we will be setting up our reference images.
In this lecture we will start by creating the base planks for the door.
In this lecture we will make a simple door handle.
In this lecture we will focus on UV Unwrapping our door.
In this lecture we will create 3 PBR Materials for our door.
In this lecture we will bake our door textures.
In this lecture we will remove all three materials and condense them down to one.
In this lecture we will take our door into a external program 3D coat for texturing.
In this lecture we will create level of details for our models.
In this lecture we will export our models to a game engine.
Congratulations! Thank you so much for letting me teach you asset creating in Blender. I hope you took something from this course, and I wish you the best of luck in your game development journey!
A game asset focused course using Blender 5!
In this course, I'll show you 3 methods for creating game assets in Blender. Not every model needs the attention to detail like a character model would need. I've worked on many projects and over the years have found several ways to create assets using different methods. If you are someone who is developing games with a small team or the honorable solo dev, it's nice to have a few tools in your bag to get the job done how you see fit. I'll explain each method in detail and the purpose behind each one.
By the end of the course you'll learn:
High-poly to low-poly workflow
Low-poly to high-poly workflow
Smart materials
Sculpting
Retopology
Baking textures
LODs
UV Unwrapping
Exporting to game engines
Extra lecture (3D Coat workflow)
And more
We will be modeling and sculpting a fish to learn the first method. For the second method, we will be creating a base mesh of a barrel and sculpting details afterwards. In the final method we will take on a medieval door without sculpting any details and relying on the PBR materials.
We will be creating 3 models during this course, and I hope to see you in class!