
Set up a project folder with the acid folder and navigate the course using essential Udemy shortcuts. Master playback controls, keystrokes, and how to ask questions or leave a review.
The instructor discussed various ways to download and install a free copy of Blender, a popular 3D software. He highlighted that Blender.org is the primary source for downloading the latest stable release, which is updated yearly and supported for two years, ensuring bug fixes and hardware compatibility updates.
Blender is available for Windows, Mac, and Linux, and can also be managed through Steam, Snap, or the Microsoft Store. The instructor demonstrated how to download Blender from the Microsoft Store, which simplifies managing updates.
He mentioned that all previous releases of Blender are available for download, in case a specific feature or version is needed. The instructor then walked through the process of downloading and installing Blender on a Windows desktop, including choosing a location for the software.
Upon opening Blender for the first time, the splash screen presents initial settings such as language, shortcuts, selection preferences, and themes. The instructor emphasized that these settings can be updated at any time in user preferences. After clicking next, the default splash screen appears, offering options to access the manual, Blender website, credits, release notes, and to support Blender's development. To begin working, users simply click into the scene.
The instructor demonstrated how to customize Blender settings by accessing the user preferences in the Edit menu. He explained that the Interface tab allows users to adjust the resolution scale, tooltips, and language settings. The Themes tab lets users choose from preset themes or manually modify the interface colors. The Input tab offers options for emulating a three-button mouse and customizing navigation settings.
He also discussed the Keymap tab, which allows users to change or add shortcuts for various commands. In the System tab, he suggested increasing the number of undo steps and adjusting the number of recent files displayed. The Save & Load tab offers options to customize file paths for different file types, link applications, and set up paths to external asset libraries.
The instructor emphasized that Blender automatically saves changes made in preferences when the "Save Preferences" checkbox is enabled. He also recommended frequently saving files and using Blender's incremental save feature to avoid losing work due to file corruption or other issues. Finally, he suggested creating a project folder to keep all course-related files organized in one location.
The instructor guided users through the process of enabling add-ons in Blender, which are python scripts that extend the software's functionality. He demonstrated how to access preferences through the file context menu and navigate to the Add-ons tab to view available add-ons. He specifically enabled the Loop Tools add-on, which aids in mesh editing.
He explained that add-ons can be enabled or disabled by checking or unchecking the corresponding box, and additional information can be found through the documentation link. The instructor showed how to locate the add-on in the Edit menu of the sidebar and create a custom tab for it by renaming the tab in preferences. He mentioned that if more add-ons are needed during the course, they can be enabled as necessary.
The instructor explained the importance of saving files regularly and introduced two features in Blender that can help recover work if the software crashes or closes unexpectedly. The first feature allows users to recover the last closed file immediately by going to the File menu and selecting Recover Last Session. The second feature is the autosave option, which automatically saves blend files in a temp folder every two minutes by default.
He demonstrated how to access the autosave files and showed how to control the autosave duration and set the temp folder location in preferences. The instructor advised leaving the default settings for the autosave feature and temp folder location, but emphasized the importance of being aware of these options in case Blender crashes or closes unexpectedly.
The instructor discussed the importance of using shortcut keys to improve efficiency while working in Blender. He mentioned that shortcuts become an essential part of one's workflow, although remembering key combinations can be challenging. To help with this, he created a shortcut guide that can be found on the asset page of his website, blenderzen.com. The guide is a PDF file with a list of keyboard shortcuts, short descriptions, and the mode in which each shortcut is available. The instructor recommended downloading or printing the guide and spending some time practicing each command to become familiar with the shortcuts quickly.
The instructor demonstrated various ways to navigate and control the view in Blender's 3D viewport. He showed how to orbit around selected objects, zoom smoothly, pan, and switch views using both the mouse buttons and keyboard shortcuts. He also introduced the view gizmo, which provides shortcuts for changing views and camera settings, and the apostrophe key, which opens a view pie menu for quick access to different views and options. Additionally, he explained how to lock the camera to the view, adjust the camera's focal length, and frame selected objects or the entire scene. The navigation commands and shortcuts can be found in the view menu and viewpoint menu.
The instructor discussed the 3D view in Blender, explaining that it is an editor used to interact with and modify 3D objects. He demonstrated how to open and close the tool shelf and sidebar using arrow buttons, as well as their respective shortcuts, the T key and N key. He mentioned that different object types have specific modes available, and that Blender's mode menu can be accessed using Ctrl + Tab. The View menu, which houses options for tool settings and operations, can also help users navigate 3D space more efficiently. The instructor also covered local view, a feature that allows users to isolate and edit objects more easily, as well as playblast rendering, walk and fly commands, and related settings in the navigation tab in preferences.
In the lecture, the instructor covered various aspects of Blender, including selection methods, the add menu, transformation options, and the object menu. He discussed the Select menu and its various options, such as select all, invert selection, and box, circle, and lasso select. The Add menu contains primitive mesh objects that serve as the basis for modeling.
The instructor then moved on to the object menu and explained various transformation commands (move, rotate, scale), mirror menu, apply transforms, and snap menu. He demonstrated copying and pasting values within Blender and touched upon the parent menu, collections menu, and convert menu.
The quick favorites menu was introduced for accessing frequently used tools without shortcuts. The instructor also discussed orientation options, including global and local orientations, and demonstrated how to switch between them using shortcuts. The lecture concluded by mentioning that more details on these topics would be covered later in the course.
In the lecture, the instructor discussed various pivot settings, snapping options, and Blender's interface features. He started with pivot settings, explaining their behavior in object and edit modes, and how the medium point considers the geometry selected. He then covered the snapping menu, detailing how to use different snap types and their respective options.
The instructor demonstrated proportional editing, explaining its usefulness in manipulating organic shapes, and how to adjust the area of influence. He also addressed object type visibility and selection, gizmo controls, and overlay options.
Finally, he went through different shading types, including wireframe, solid shading, look dev, and render mode, and showed how to access additional viewport shading options. These various shading types are useful for different tasks in Blender, such as sculpting or modeling, and can provide valuable visual feedback.
In the lecture, the instructor discussed the Blender tool shelf, selection types, and transformation tools in both object and edit modes. He began by demonstrating various selection types, including tweak, select box, circle select, and lasso select. He emphasized that tool states don't transfer between modes and explained how to switch selection types using shortcuts or the toolbar menu.
The instructor then covered the 3D cursor tool, detailing how to place it accurately in the scene. He moved on to the move, rotation, and scale manipulators, demonstrating how to use them to manipulate objects along specific axes. He also mentioned the option to enable all three manipulators simultaneously.
The instructor explained that while these tools are useful for beginners, as users become more familiar with Blender, they will likely rely more on shortcut keys for faster, more efficient workflow.
In the lecture, the instructor discussed the annotate tool, measure tool, and interactive cube tool in Blender. He demonstrated how to use the annotate tool to draw freely on the screen and customize various properties such as color, thickness, and opacity. He also explained the placement settings for annotations, including 3D cursor, view, and surface.
Next, the instructor showed how to use the measure tool to quickly determine distances and angles between points in the scene by snapping to vertices. He explained how to delete or modify measurements as needed.
Lastly, the instructor introduced the interactive cube tool for creating rectangles and cubes in the scene or on other objects. He demonstrated how to maintain aspect ratios while drawing shapes and how to access other primitives in the tool menu. This tool is particularly useful for quickly blocking in objects of different sizes.
In the lecture, the instructor focused on the tool shelf in edit mode. He began by demonstrating how to use the extrude tool to create new sections of mesh, explaining various extrusion options such as extrude manifold, extrude along normals, extrude individual, and extrude to cursor. He then showcased the inset tool for creating insets on selected faces.
Next, the instructor moved on to the bevel tool, explaining how to bevel edges, faces, and vertices using various shortcuts and commands. After that, he demonstrated the loop cut tool, which places edge loops on the mesh, and the offset edge loop cut tool for creating two new edges on either side of a selected edge.
Throughout the lecture, the instructor highlighted the shortcuts and commands for each tool, emphasizing the importance of mastering them for efficient workflow in Blender.
In the lecture, the instructor demonstrated the use of various tools for mesh editing in Blender. He began with the knife tool, explaining how to cut new edges into the mesh manually and use the cut-through command to cut through the entire mesh. Then, he introduced the bisect tool, showing how to cut right through an object.
Next, the instructor discussed the poly build tool, which is useful for retopology - the process of creating a low-poly version of a model. He showed how to create new edges, triangles, and delete faces using the poly build tool. He mentioned that this tool works well with the shrink wrap modifier and face snap enabled, greatly speeding up the retopology process.
In the lecture, the instructor demonstrated the use of various mesh editing tools in Blender. He started with the spin tool, explaining how to create a sweep and a profile using the 3D cursor as the pivot point. He also showed how to adjust the center, angle, and diameter of the sweep.
Next, the instructor covered the smooth vertices tool, which averages the angles of the selected vertices, and the edge slide tool, which repositions selected edges while maintaining the original shape of the mesh. He discussed the shrink fatten tool for resizing edges and the shear tool for shearing edges or faces along specific axes.
Lastly, the instructor introduced the rip region tool, which allows users to rip apart selected edge loops. He provided shortcuts for each tool, enabling efficient use of these tools in Blender.
In the lecture, the instructor demonstrated how to create and customize workspaces in Blender. He explained that workspaces are custom layouts consisting of various editors arranged together for specific tasks like modeling, shading, and scripting.
He showed two methods for creating workspaces: clicking the new tab button and choosing a preset, or right-clicking on an existing workspace and duplicating it. The instructor then demonstrated how to split, join, and swap areas within the workspace, as well as how to create and join editors using the corner plus icon.
The instructor emphasized that practice is essential for mastering workspace customization in Blender. He also highlighted the benefits of having a double viewport, which can be very useful for various tasks. Lastly, he demonstrated how to change editor types and rearrange or delete workspaces as needed.
In the lecture, the instructor introduced collections in Blender, which are used to organize objects in a scene. Collections provide control over visibility, lighting, rendering, and appending from other scenes. He explained how to create, rename, and reorder collections, as well as how to add objects to them.
The instructor also demonstrated how to control object properties within collections, such as visibility, selectability, viewport disabling, and exclusion from rendering. Additionally, he showed how to move objects between collections using the "M" key and dragging and dropping in the Outliner.
Lastly, the instructor highlighted the use of Numpad minus and plus keys to expand and collapse collections and how icons indicate the type and quantity of objects within a collection.
In the lecture, the instructor discussed the functions and uses of the 3D cursor in Blender. He demonstrated how to accurately position the 3D cursor, align objects to its rotation, and snap individual vertices to it. The instructor also explained how to align objects to the cursor's location and use it as a rotation point or insertion point.
The 3D cursor, a versatile multi-purpose tool in Blender, can be used for tasks like moving objects, setting origins, and rotating objects around specific points. By mastering the use of the 3D cursor, users can greatly improve their efficiency and precision when working in Blender.
In the lecture, the instructor focused on the snapping feature in Blender, explaining how to accurately position or align objects or parts of objects. He demonstrated how to use incremental snapping at different zoom levels, as well as relative and absolute snapping. He also showed how to use vertex snapping in object and edit mode, and how to align objects to a target using the align rotation feature.
Mastering snapping in Blender allows users to efficiently position and align objects with precision, making it an essential tool for those working with 3D modeling.
In the lecture, the instructor discussed the importance of face direction in 3D applications and how Blender calculates face orientation to optimize rendering. He introduced the face orientation overlay, which shows front and back faces in blue and red, respectively, and explained how to add it to the quick favorites menu. He then demonstrated how to flip and recalculate normals for selected faces using the mesh menu and normals options.
Additionally, the instructor highlighted the display normals feature in the overlays tab, showing how to visualize normal direction. Lastly, he explained the back face culling feature in the shading settings menu, which can help visualize which faces will render in Blender. Understanding these tools and regularly checking face orientation is essential when working with 3D models in Blender.
In the lecture, the instructor explained Blender's use of the right-angled Cartesian coordinate system with the Z-axis pointing upwards, the X-axis running left to right, and the Y-axis front to back. He demonstrated how to create a cube from a single vertex using extrusion and the coordinates system.
Starting with a single vertex, he extruded an edge along the X-axis, then another edge along the Z-axis, creating a face. He switched between vertex, edge, and face selection to highlight the interconnected nature of the polygon's components. Lastly, he extruded along the Y-axis to complete the cube, noting that face orientation issues can occur during extrusion. To fix this, he selected all faces and recalculated their orientation using Shift + N.
In the lecture, the instructor demonstrated how to use Blender's Asset Browser to manage and access assets in different blend files. He first created an Asset Browser workspace and explained how to mark objects as assets. Next, he downloaded an example asset file and set up an asset library in Blender.
The instructor showed how to append assets into a scene and explained the differences between appending with reused data, appending without linking object data, and linking assets directly from the original file. These options allow for more efficient collaboration and editing of assets across different files and users.
He then added an example asset library from Blender.org to the asset library and demonstrated how to drag and drop assets from the Asset Browser into the scene. Lastly, he mentioned that there are many other sources of assets online to create material, HDRI, and asset model libraries.
In this video tutorial we delve into some of the most frequent issues faced by students and users of Blender—ranging from modelling intricacies to key frame snags. By walking you through real-time examples, the lecture aims to equip you with practical solutions to these common stumbling blocks, making your Blender experience smoother and more efficient.
Doubled-Up Vertices
Problem: Presence of redundant vertices causing shading, texturing, and other issues.
Example: Extruding a face but then deciding to inset, leading to overlapping vertices.
Solution: Utilizing the 'Merge by Distance' function to eliminate extra vertices.
Loop Cut Issues
Problem: Loop cuts not behaving as expected.
Example: Loop cut refuses to wrap around the mesh, usually stops at an N-gon.
Solution: Using the Knife tool to manually cut through the N-gon.
Things Disappear
Problem: Work disappearing when pressing the "1" key.
Example: Toggling collections on and off inadvertently.
Solution: Using the 'Control' key to unhide all collections.
Extruding a Vertex
Problem: Difficulty extruding a single vertex.
Example: Single vertex becoming invisible in Edge mode.
Solution: Switching to Vertex selection mode to extrude properly.
Limited Zoom
Problem: Restricted zooming in User Perspective mode.
Example: Difficulty zooming into third monkey head object.
Solution: Switching to Orthographic mode or using Fly Mode to bypass restrictions.
Keyframes
Problem: Unintended object movements due to Auto-Keying.
Example: Objects moving or disappearing when the space bar is hit.
Solution: Checking the status of the Auto-Keying button and toggling it off if needed.
Key Takeaways:
Learn the importance of the 'Merge by Distance' function to eliminate doubled-up vertices.
Gain insights into how to perform loop cuts on N-gons using the Knife tool.
Discover the functionalities of Blender's different modes to avoid unintended actions like disappearing collections or failed extrusions.
Grasp how to manage zoom limitations through the use of different view modes.
Understand the implications of the Auto-Keying feature and how to manage it effectively.
Switch between object mode and edit mode in Blender to manipulate primitive meshes and learn fundamentals of modeling, materials, lighting, rendering, camera usage, and animation.
Explore vertices, edges, and faces in Blender, and learn to switch modes, apply scale, and manage topology to influence deformation, shading, and animation.
Learn edge loops and extrusion in Blender by editing a cube, scaling along y, adding an x-axis edge loop, and extruding the back face two units to reach 2x4x4 meters.
Master shading modes in blender, switch via the z pie menu, and edit with vertex, edge, and face selection using 1, 2, and 3 for precise mesh editing.
Duplicate and mirror the back half along the y axis using the 3D cursor as the pivot, then recalculate outside normals and remove internal faces.
Set wheel insertion point, add wheel cylinder as a separate object, rotate 90 degrees about y axis, and scale to 0.8 and 0.3, applying non uniform rotation transform.
Refine a wheel by applying inset and extrude, boost smoothness with a subdivision surface modifier, and add edge loops for precise shaping in edit mode.
Assign materials to wheel parts by creating tire, rim, and cap materials, adjusting base color and metallic values, and mapping them to selected faces for a smooth, realistic render.
Set up environment lighting in cycles with sky texture or dynamic sky add-on to create a procedurally generated sky and preview materials in render mode.
Use the bevel modifier to soften the car’s edges, then inset glass faces, assign a glass material, copy the base color, paste it into the viewport display, and shade smoothly.
Set up drivers to rotate wheels as the car moves and use a mirror modifier to create identical wheels along the x axis.
Use Blender's array modifier to create multiple roadway segments along an axis, assign road, grass, and line-marking materials, and preview the result in rendered view.
Master setting key frames for camera and car, create a second camera with a track to constraint, and switch views via markers to animate a car moving along a road.
Render animations in Blender using Eevee or Cycles, enhance depth with ambient occlusion and screen space reflections, and export as a png sequence to compile into a video.
Learn origin points, parent-child relationships, and constraints in Blender, and how keyframes and interpolation types (bezier, linear, constant) control motion.
Add and place armature joints using circles to approximate center points, switch to wireframe, set the cursor to selected, extrude along the x-axis, and rename joints like upper_arm and forward_arm.
Learn how to bind a mesh to an armature using skinning techniques, assign vertex weights for each bone, and use pose mode to pose and animate the rig.
Learn to lock unwanted transform channels in Blender to constrain armature bones to the Z axis, reset transforms, and use local orientation and axis locks for precise bone manipulation.
Apply limit location and limit rotation constraints in Blender to control bone movement in local space, switch between world and local coordinates, and set axis ranges for precise rigging.
Learn to add rig controls and custom shapes in Blender, using circle shapes as non-intrusive controls aligned to root, base, and head bones to streamline the animation workflow.
Master Blender animation by using the animation tab, dope sheet, and graph editor to create, edit, and preview bone-based motion with auto keying.
Set up Blender unit scale to align with Unreal Engine using metric and a 0.01 export scale; import via manual importer or the Send to Unreal addon.
Learn to add background images in Blender, align front and top views, and scale them to real world size using a cube as reference while organizing images and adjusting opacity.
Block in the crate by adjusting dimensions, correcting non-uniform scales, and applying scale to ensure consistent modifiers and bevels; organize with renaming, collections, and nondestructive copies.
Add insets and align edge loops, then use the symmetries tool to update across xyz axes after re-centering the origin with the 3d cursor and world zero.
Block out the crate shape using edit mode, apply the mirror modifier with a centered origin, and refine vertices, edge loops, and clipping to ensure a connected, mirrored mesh.
Learn to use the boolean modifier with the difference operation to cut shapes into a mesh, using an inset shape as the subtraction object and iterate designs with wireframe previews.
Create internal faces for the crate's bottom and apply a solidify modifier to establish wall thickness, then use precise dimensions to scale and align the model.
Model a back hinge in Blender by building the base, duplicating parts, applying solidify thickness, and aligning components with the 3D cursor and snap.
Master the back hinge in Blender using the mirror modifier and 3D cursor to align origins, then apply symmetry and edge loops to refine the flange and bolts.
In Blender, model the side handles using the mirror modifier and a boolean modifier to subtract shapes, then extrude, inset, connect edges, and finish with a cylinder object.
Enable the pool two boolean add-on in blender, use the difference brush to modify geometry, and fix mirror modifier issues by toggling modifiers and applying permanent operations.
Use the bool tool add-on to create insets by adding and subtracting geometry in Blender, and connect edges with the loop tools bridge feature, including edge snapping, duplicating, and cleanup.
Learn to clean up clutter after boolean operations in Blender by deleting stray vertices and applying modifiers to maintain quad topology for a clean latch area.
Duplicate and separate internal faces from blocking, apply boolean modifiers, and clean up topology by joining vertices, adding edge loops, and connecting edges for quad topology in Blender.
Learn how to clean up a crate bottom after boolean operations by converting edges to quads, joining vertices, using knife and symmetry, applying mirrors, and merging by distance.
Learn how to non-destructively add bevels to a mesh with the bevel modifier. Troubleshoot by fixing unconnected vertices and overlapping edges, then smooth normals on cylinders.
Discover how UV mapping projects a 2D texture onto a 3D surface using seams and unwraps, view UVs in the editor, and manage UV channels for gameplay with light maps.
Learn to unwrap bolts in Blender, add seams for UV islands, transfer UV maps between bolts, and use a test UV grid to check stretching and texture density.
Unwrap a hinge, mark seams, and adjust island margins with smart UV project to master UV mapping. Apply mirror and bevel modifiers, and enable autosmooth for better textures.
Apply uv mapping to the side handles by marking seams and unwrapping, checking for overlaps, and adjusting seams to minimize stretching while toggling modifiers as needed.
Isolate the bottom section in edit mode, mark seams, and unwrap to create a tidy uv island. Map the top section by marking seams and ensuring a seamless wrap.
Continue uv mapping of the front latch, mark seams, and unwrap with conformal mapping for a clean texture, including isolation and mirror steps.
Apply mirror modifiers to crate parts in Blender, using keyboard shortcuts to apply the first modifier, while combining objects and maintaining a single texture set for efficient UVs.
Learn to achieve consistent texture resolution across a model in Blender by using the Magic UV addon, setting 1496 by 1496 texture size, and matching density across all objects.
Join objects into a single mesh and pack UV islands for efficient texture layout. Adjust density using power-of-two scaling and prevent texture bleed on the UV grid.
Add a light map channel in Blender, pack UV islands with margins, fix overlapping faces, and prepare light maps for baked lighting in Unreal and Unity.
Add extra detail to the crate using boolean modifiers, duplicate to create high and low poly versions, and apply a normal map to preserve detail with low poly.
Learn to bake a normal map in Blender from a high-poly to a low-poly model, using Cycles, cages, and image texture setup, with save steps for workflow.
Bake color id maps by assigning unique colors to multiple materials and using them as masks in the texturing workflow, then bake to an id texture and save as png.
Organize the model into collections, assign materials to the top, bottom, hinges, and handles for armor paint, and export the selected objects as an obj file.
Install armor paint, try the free mixer, and import an obj with drag-and-drop or file import, using the color id mask from blender and saving as .mrm.
Master Armor Paint navigation in Blender, customize undo steps and texture resolution in preferences, enable add-ons, and instantly assign core texture library materials onto your model.
Create materials in the node editor for crate body, connect color, roughness, metallic, and normal maps, and use armor paint curvature with a white mask to reveal edge wear.
Learn to paint edge wear detail on a model by baking ambient occlusion and normal maps, applying color IDs, and refining metal latches using armor paint workflows.
Add a metal material to the hinges using Rost 005 and a color ID mask, then paint rust with a white mask and apply a normal map.
Create a decal texture in Blender by drawing a yellow triangle, adding a highlighted inner line, placing exclamation text, and exporting a transparent PNG for use in Unreal or Unity.
Import black-and-white dirt textures, create a dirt layer, apply a mask, build a scratches material, and apply the texture with an adjustable uv scale to reveal scratches on the model.
Export texture maps for the Unity preset by configuring 4k textures, selecting base color, normal, metallic occlusion, smoothness, and height maps, then save to Armor Paint Textures for Unity.
Discover how to download and install Quixel Mixer, set up assets and Megascans, and configure projects for Unreal Engine, including login and preferences.
Explore quixel mixer basics, including the layers tab, texture sets, and layer types like surface, decals, smart materials, and paints, with import from mega scans and export to Unreal.
Export the crate as FBX from Blender, placing it at world zero with zero location and rotation and unit scale, exporting one texture set and using a mixer export preset.
Import a custom model in mixer, import baked texture maps (normal, curvature, AO, color ID), apply a smart material, and adjust albedo and roughness with mask components.
Apply smart materials and color masks to the model using material ID masks, adjusting colors for metal parts such as hinges, latches, handles, and bolts in a PBR workflow.
Export texture maps from Quixel Mixer via the export tab and custom target, saving to a folder with a name and suffix; increase resolutions from 2040 to 1496 before exporting.
Learn to automatically set up texture maps in Blender with the Node Wrangler add-on and Nord Wrangler, then preview the material using internal lighting environments in cycles.
Set up a rig in Blender 3D by positioning joints with the 3D cursor and creating an armature in edit mode, using a 0.01 scene scale for Unreal Engine import.
Bind a crate to an armature in Blender by creating vertex groups (bottom, top, large), assigning vertices, applying armature deform with empty groups, and testing in pause mode.
Learn to create a keying set, add location and rotation keyframes, and build an opening crate animation in Blender using a new action and constraints.
Export the crate and rig as an fbx file using the unreal rig preset. Switch to layout and material preview, export only selected objects with a 0.01 unit scale.
Download Unreal Engine 5, review licensing terms, install via Unreal Launcher, pick first person blueprint template, desktop, maximum quality, save to location with great asset name.
Import the crate asset into Unreal and create folders for mesh, textures, and materials. Enable skeletal mesh, import animations, and bring in textures during the import.
Import the remaining texture files, then update the material by connecting the roughness map, metallic map, and albedo map in the material editor to mirror the mixer result.
Trigger the crate animation in Unreal Engine by creating a blueprint with a skeletal crate mesh and a box collision, then use overlap to play the animation.
Learn how to set up Unity, create a 3D core project, organize folders, and import textures and a rigged crate, then test animations in the inspector and save the project.
Create a new material from texture maps by linking albedo, metallic, normal, and occlusion maps, lock material properties, apply the material, and place the crate in the level.
Install and enable the Unreal add-on, use the pipeline menu to export assets to Unreal content folders, adjust mesh/skeleton paths and set the scene scale to two centimeters.
Set up the Unreal project by enabling blender plugins and remote execution, then use the send to Unreal add-on to export meshes, skeletons, materials, and animations.
You want game-ready assets: modelled, rigged, textured, and in the engine. The project is the crate: UV, normal bake, ArmorPaint, Quixel Mixer, then Unreal 5 and Unity setup.
Non-destructive modelling, rigs with export-ready actions, textures in Mixer and ArmorPaint, then import. Unreal gets Animation Blueprints and the Send to Unreal add-on.
What we build
The crate (UV, normal / curvature / AO / colour ID bakes, ArmorPaint, Quixel Mixer, UE5 and Unity)
What we use Blender, Quixel Mixer, ArmorPaint, Unreal Engine 5.4, Unity, Send to Unreal.
Who this is for Game developers who need custom assets in both major engines.
Who this is not for Architectural visualization. Modular buildings are the Modular Modelling course.
What you’ll learn
Model, rig, and animate game assets in Blender
Keep a non-destructive workflow
Texture in Quixel Mixer and ArmorPaint
Export to Unreal Engine and Unity
Set up Animation Blueprints in Unreal
Requirements
A computer that can run Blender plus Unreal and/or Unity
Three-button mouse recommended
Who it’s for
Game developers building custom assets in Blender for Unreal or Unity
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