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Learn Modular Environment Building for Games with Blender
Rating: 4.3 out of 5(90 ratings)
757 students

Learn Modular Environment Building for Games with Blender

Build game-ready environment models for amazing level designs!
Created by3dmotive LLC
Last updated 9/2016
English
English [Auto],

What you'll learn

  • Learn how to design and build modular environment sets
  • Understand core modeling and texturing principles
  • Learn to prepare and optimize models for a game engine

Course content

5 sections • 70 lectures • 6h 24m total length
  • Download Course Files Here!0:04
  • Introduction to Modular Building in Blender1:22

    Learn to build modular game environments in Blender by modeling, texturing, and exporting a reusable set of assets for recombination in limitless ways within a spooky industrial interior.

  • Course Overview5:51

    Build a modular environment in Blender by creating, texturing, and recombining modules—straight, end, cross, t, l corner, and curved pieces—to form a seamless dungeon-like interior.

  • Blender Preferences6:14

    Learn to configure Blender preferences for a game-ready modular environment by resetting to factory defaults, adjusting the control scheme, enabling auto perspective, and saving the settings.

  • Customizing the Interface5:56

    Learn to customize Blender's interface for modeling by creating a dedicated modeling layout, removing the animation timeline, and applying a gradient 3D view in preferences.

  • Maya Style Controls3:59

    Explore Maya style controls in Blender to navigate the 3D viewport and manipulate objects efficiently. Use frame, orbit, pan, and walk navigation with keys and mouse—ideal for modular environments.

  • Blocking in Dimensions7:41

    Block out a corridor tile in blender by aligning a cube to the ground plane, using incremental snapping and origin to the 3D cursor with dimensions 3 by 4 by 8.

  • Test Export to the Unity Game Engine6:12

    Test a Blender environment piece in Unity by flipping normals, enabling back-face culling, and exporting as SBX, then import to preview from a first-person perspective.

  • Testing in Unity4:45

    Test a blender export inside unity to verify environment proportions and controls, importing the section as a 3D project with colliders, a first-person controller, and WASD navigation.

  • Fixing Keyboard Shortcuts3:32

    Fix keyboard shortcut conflicts in Blender by removing subdivision shortcuts from the Mostel controls in user preferences, letting control 1 open the front orthographic view in edit mode without modifiers.

  • Starting the Straight Section5:47

    Refine the straight section by adding a curved ceiling and bottom trim using a low-poly cylinder aligned to the reference cube with wireframe view and vertex snapping.

  • Using the Mirror Modifier6:17

    Build a modular game environment by modeling one half of a curved ceiling, walls, and floor in Blender, then mirror the half to create a full symmetric structure.

  • Creating the Floor Trim6:07

    Create a floor trim at the wall junction using loop cut, extrude, and vertex snapping, aided by a mirror modifier to efficiently duplicate details across the model.

  • Floor Extrusions4:38

    Refine the section floor in Blender by insetting the face to add margins, enable clipping with the mirror modifier, and extrude the center to create a segmented floor for repetition.

Requirements

  • Blender
  • Unity

Description

In this course intended for intermediate viewers, instructor Alan Thorn explores how to build low-poly environment assets in a dark industrial theme. These meshes fit together seamlessly, like building blocks, for creating expansive and versatile level design in games. Use Blender to model, unwrap, texture-paint, and optimize assets, exporting them to a real-time game engine. Over five, massive chapters you’ll examine:

1). Polygonal modelling techniques for building complex shapes and designs

2). NGons and topology optimization for enhancing and refining your meshes

3). Smooth shading and UV Seams for creating good looking meshes and texture designs

4). Texture unwrapping and UV layouts, as well as texture baking and painting for developing a smooth and intuitive workflow

5). Model exporting for game engines, to help bring your models to life inside a real-time game engine

By the end of this course, you’ll have a solid foundation for easily building low-poly, modular game assets that can be used and re-used to create potentially limitless level designs.

More about the Instructor:

Alan Thorn is a game developer, author and educator with 15 years industry experience. He makes games for PC desktop, Mobile and VR. He founded 'Wax Lyrical Games' and created the award-winning game 'Baron Wittard: Nemesis of Ragnarok', working as designer, programmer and artist. He has written sixteen technical books on game development and presented ten video training courses, covering game-play programming, Unity development, and 3D modelling. He has worked in game development education as a visiting lecturer for the 'National Film and Television School', as a Lead Teacher for 'Uppingham School', and is currently a Senior Lecturer at 'Teesside University' where he helps students develop the skills needed for their ideal role in the games industry.

Who this course is for:

  • This course is intended for students, hobbyists, professionals, and Blender users seeking to create game assets for Unity
  • This course is not intended for beginners or those completely new to 3d modeling