Create a Game Character: Blender, Substance Painter, Unity
What you'll learn
- Model and UV Map a 3D character in Blender suitable for game engines
- Texture a 3D character in Substance Painter
- Rig a character in Blender that will work with the Humanoid Rig system in Unity
- Use the free character animations provided with Unity on your own custom character
Requirements
- Be able to navigate in Blender and have a basic understanding of the modeling tools.
Description
In this course you will learn how to create a game character using Blender, Substance Painter, Krita, and Unity.
Model and UV Map a 3D character in Blender suitable for game engines
Import Blender objects into Substance Painter
Use Substance Painter to Texture a 3D objects created in Blender
Rig a character in Blender that will work with the Humanoid Rig system in Unity
Use the free animations provided with Unity for your own custom character
We will begin by creating a low-poly version of our character in Blender suitable for game engines. From this Blender model we will create a high-resolution version to be used for baking our texture maps. We will UV map the character in Blender, and then import the models into Substance Painter where we will create PBR textures for the character’s skin and costume. We will also cover how to best organize and prepare the character in Blender so that we can texture efficiently in Substance Painter. Once that is done, we will work on creating polygon hair in Blender and use Krita to hand-paint hair strands for the character.
We’ll then go back to Blender to rig our character, based on what Unity needs to set-up its Humanoid Rig system. If we can fulfill the requirements of the Humanoid Rig then it opens up the possibility for using hundreds of animations available for free and for purchase on the Unity Asset store. In the end, we will bring our character and textures into Unity and set it up so that we can use the animations that come free with Unity’s Standard Assets.
Creating a game character in Blender can be a daunting task, but this course will provide an organized and well-structured discussion of each topic, explaining not only the how, but the why, of every step of the process.
Who this course is for:
- Intermediate 3D artists who are interested in learning the entire game character pipeline.
Featured review
Course content
- Preview01:42
- 08:24Importing Reference Images
- 09:44Beginning the Face Modeling
- 09:37Creating the Loop Mask
- 09:01Pulling the Face into Three Dimensions
- 07:46Adjusting the Shape of the Face
- 09:59Creating the Back of the Head
- 09:50Extruding the Neck
- 10:21Creating the Shoulders
- 12:01Modeling the Breast
- 08:12Extruding the Rib Cage
- 06:04Finishing the Torso
- 07:34Modeling the Hips
- 09:36Extruding the Legs
- 09:16Creating the Shoulders
- 05:33Modeling the Arms
- 10:50Creating a Finger
- 05:19Placing the Other Fingers
- 10:24Working on the Hand
- 08:12Connecting the Thumb and Hand
- 09:26Creating the Sole of the Boot
- 08:26Continuing the Boots
- 08:07Working on the Boots and Gloves
- 08:10Finishing Up the Gloves
- 09:45Working on the Neck and Inner Mouth
- 10:46Inner Mouth and Gums
- 09:47Modeling the Tongue and Teeth
- 07:11Creating the Ears
- 10:02Modeling the Eyes
- 07:08Working on the Belt
- 07:52Beginning to Model the Hair
- 05:51Finishing Up the Low-Poly Mesh
Instructor
Darrin Lile is an animator, developer, and Blender Foundation Certified Trainer teaching courses in computer animation and game development. He received Bachelor’s and Master’s degrees in Film and Media Studies from the University of Kansas and has worked as an animator, a producer of educational films, a sound editor for film and television, and as a computer security analyst.