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Blender : Ultimate Game Art Creation Guide
Rating: 4.5 out of 5(79 ratings)
652 students

Blender : Ultimate Game Art Creation Guide

Create PBR Game Ready Assets for your portfolio and game engines with only Blender
Created byVictor Deno
Last updated 10/2022
English
English [Auto],

What you'll learn

  • Modeling Game Ready Meshes for Game Art
  • UV Mapping and Baking Texture Maps for Game Engines ( Unity, Unreal Godot )
  • Game Ready PBR Texturing in Blender
  • Lighting and Presentation in Blender for your portfolio
  • Presenting your work in Sketchfab

Course content

3 sections60 lectures7h 26m total length
  • Adding References and Modeling8:03

    Learn to add references and model a first aid kit in Blender using box modeling, bevels, boolean operations, and transform applications to create accurate geometry.

  • Completing the Model4:56

    Bevel and inset to shape the white part in Blender, then apply scale for accuracy. Use the boolean tool to cut gaps, join objects, and align with the reference.

  • Model Cleanup8:47

    In Blender, enable x and y auto mirror, join vertices to fix faces, remove hidden ones, then use knife and boolean modifiers to clean topology, apply modifiers, and shade smooth.

  • UV Mapping and Baking Bevels10:03

    Apply modifiers, mark sharp edges, unwrap UV islands with conformal mapping, and bake bevel normals in Blender using a shader editor, image textures, and Cycles on GPU for game-ready art.

  • Painting your Color Mask8:20

    Create a color mask in Blender by adding an image texture, painting material values, and using a color ramp with an alpha map to separate metals, plastics, and paints.

  • Painting Alphas and Panel Lines13:03

    Paint alphas and panel lines in a texture workflow, converting the normal map to a bump map, creating alpha textures, and painting with falloff and mirroring for precise edges.

  • Creating Emission and Baking Normals6:58

    Learn to create emission textures and bake normals in Blender using cycles, with texture painting, color management, and optimization steps for game art.

  • Creating Roughness5:42

    Learn to create a roughness map by merging vertices, applying color masks and ramps, and layering surface and perfection maps to refine roughness.

  • Creating Edgewear3:47

    Explore creating edgewear in Blender by using the occlusion node and distance controls, driving edge details with texture maps, color ramps, and mix nodes to blend with the base color.

  • Organizing your Scene4:28

    Organize your Blender scene by tidying notes for base color, roughness, metallic, normal, and emission, deleting unused entries, and connect maps to the principal node for texturing.

  • Floor and Scene Setup5:26

    Create a floor by modeling a plane, applying a floor material with alpha and roughness textures, using bump maps and color ramps to blend imperfections, then adjust lighting.

  • Lighting and Rendering5:59

    Set up real-time lighting and rendering in Blender with an EV render engine and HDR environment, then tune the camera and bake roughness and color maps for game engine use.

  • Baking Texture Maps5:42

    Bake ambient occlusion, emission, normal, metalness, roughness, and base color maps in cycles to generate game-ready textures and test them in a game engine.

  • Exporting to Unreal Engine5:08

    Combine selected objects, export the mesh, import into Unreal Engine, create a material with base color, metallic roughness, normal, and ambient occlusion, flip normals, and adjust emissive.

  • Exporting to Godot4:05

    Export Blender meshes to Godot by exporting selected objects and preparing textures and maps. Import textures, set materials with normal, roughness, occlusion, and emission, and add lights for scene lighting.

  • Exporting to Unity3:07

    Export selected Blender assets to Unity, organize under a Game Exports collection, and import textures, mesh, and materials with Autodesk Interactive shader; then light, post-process, and adjust emission color.

  • Sketchfab Scene Setup7:40

    Learn to bake lighting in Blender with cycles, generate 2048 texture maps, and craft Sketchfab previews using image notes, alpha masks, and transparency for a polished 3d portfolio render.

  • Presenting in Sketchfab6:54

    Learn to prepare and export a combined object from Blender, apply textures and lighting, and upload to Sketchfab with post-processing tweaks for a polished game art render.

Requirements

  • Beginner knowledge in blender will help

Description

Introduction

Want to create game ready art for your portfolio and game engine with only blender? This course goes over the process of creating PBR game ready assets to showcase in blender or to export to your favorite game engine of choice such as Unreal, Unity, Godot & Sketchfab. I made this course as an answer for aspiring creators to start strong in their creative careers without having to pay for huge software subscription and just focusing on using the free and open source 3D software Blender!

Sections


  1. Beginners - Create our Game Ready First Aid Kit

  2. Advanced - Creating our game ready Sci-fi Grenade

  3. An Overview of important tools and workflows in making these Assets


Project Files of Section 1 & 2 included in the first video of each section


What you will learn :

  •     Modeling tools and techniques for game models

  •     Game asset optimizations and UV Unwrapping

  •     PBR Materials and Texturing

  •     Baking Important PBR Maps for Game Engines

  •     Lighting and Presentation in Blender

  •     Exporting your assets to Unity, Unreal and Godot

  •     Presenting models in Sketchfab

  •     Finishing 2 projects from scratch!

Who is Course for?


  1. Beginner users who want to create unique game props from scratch!

  2. More intermediate users who are struggling with the game art workflow in Blender

Who this course is for:

  • For Aspiring 3D artists and Game Developers