
In this introductory class, the student will learn about how the course is divided and what he will learn in the following sections.
In this class we will download the Blender 3D modeling software.
In this class we will download and install Quixel Mixer, a free software that we will use to texture our game assets and create the texture sets that will be used in Unreal Engine.
In this class we will download and install version 5.2.1 of Unreal Engine for use throughout our course.
Class for downloading and installing free image editing software. This software will be used to create brushes that will be used to texture our game assets in Quixel Mixer.
In this class we will create folders where fbx files (game assets), images, textures and other things related to each object will be saved, in order to maintain organization during the development of the course.
Class to create a new project in Unreal Engine 5.2.1 where our game assets will be exported and where we will create the final scene.
In this class, the contents of the PDF files containing information about Blender, Quixel Mixer and Unreal Engine 5 will be briefly shown. Attached is a zip file for download.
Class to show the original game object and thus give the student an idea of the game asset that will be recreated in this section.
In this class we will model our minen road sign using Blender.
Class to UV Unwrap the object, that is, transform it from 3D to 2D so that it can be textured.
This class will demonstrate which options should be selected when exporting the fbx file (object) in order to avoid errors in Quixel Mixer and Unreal Engine.
In this class you will learn how to download a new font from a website and how to install it on your computer so that we can later use it in Quixel Mixer to create a brush.
In this class we will create a brush in GIMP using a skull image and learn how to export it to use in Quixel Mixer to texture our game asset.
Using the same technique as in the previous class, we will use the new font that we downloaded to create a brush in GIMP and then we will use it in Quixel Mixer.
In this class you will learn how to import our game asset (.fbx file) into Quixel Mixer, create the materials (smart materials) and, finally, export the textures that will be used in Unreal Engine.
In this last class of the section you will learn how to import our object into Unreal Engine by selecting the correct options and you will also learn how to add the textures created in Quixel Mixer to create the material and then add our game asset to the scene we created to see the final result.
Class to show the original game object and thus give the student an idea about the game asset that will be recreated in this section.
In this class we will model our fingerpost using Blender.
Class to UV Unwrap the object, that is, transform it from 3D to 2D so that it can be textured.
This class will demonstrate which options should be selected when exporting the fbx file (object) in order to avoid errors in Quixel Mixer and Unreal Engine.
In this class you will learn how to download a new font from a website and how to install it on your computer so that we can later use it in Quixel Mixer to create a brush.
In this class we will create brushes in GIMP using the font we downloaded in the previous class and we will learn how to export them to use in Quixel Mixer in order to texture our game asset.
In this class you will learn how to import our game asset (.fbx file) into Quixel Mixer, create the materials (smart materials) and, finally, export the textures that will be used in Unreal Engine.
In this last class of the section you will learn how to import our object into Unreal Engine by selecting the correct options and you will also learn how to add the textures created in Quixel Mixer to create the material and then add our game asset to the scene we created to see the final result.
Class to show the original game object and thus give the student an idea about the game asset that will be recreated in this section.
In this class you will learn how to import an image and add it to our project in Blender, in order to have a reference image that will help us in the modeling process.
In this class we will model the first part of our wooden fence using Blender.
In this class we will model the second part of our wooden fence using Blender.
In this class you will learn how to add 2 materials, one for the wooden part and the other for the hinges, in order to create the ID MASK in another class.
Class to UV Unwrap the object, that is, transform it from 3D to 2D so that it can be textured.
In this class you will learn how to create an image (ID MASK) that will serve for material identification purposes and will facilitate the texturing of our object in Quixel Mixer.
In this class we will remove the two created materials and apply only 1 material to the entire object before exporting it to Quixel Mixer.
This class will demonstrate which options should be selected when exporting the fbx file (object) in order to avoid errors in Quixel Mixer and Unreal Engine.
In this class you will learn how to import our game asset (.fbx file) into Quixel Mixer, create the materials (smart materials) and, finally, export the textures that will be used in Unreal Engine.
In this last class of the section you will learn how to import our object into Unreal Engine by selecting the correct options and you will also learn how to add the textures created in Quixel Mixer to create the material and then add our game asset to the scene we created to see the final result.
Class to show the original game object and thus give the student an idea about the game asset that will be recreated in this section.
In this class you will learn how to import an image and add it to our project in Blender, in order to have a reference image that will help us in the modeling process.
In this class we will model the first part of our street light using Blender.
In this class we will model the second part of our street light using Blender.
Class to UV Unwrap the object, that is, transform it from 3D to 2D so that it can be textured.
This class will demonstrate which options should be selected when exporting the fbx file (object) in order to avoid errors in Quixel Mixer and Unreal Engine.
In this class you will learn how to import our game asset (.fbx file) into Quixel Mixer, create the materials (smart materials) and, finally, export the textures that will be used in the Unreal Engine.
In this last class of the section you will learn how to import our object into Unreal Engine by selecting the correct options and you will also learn how to add the textures created in Quixel Mixer to create the material and then add our game asset to the scene we created to see the final result.
Class to show the original game object and thus give the student an idea about the game asset that will be recreated in this section.
In this class we will model the first part of our dynamit crate using Blender.
In this class we will model the second part of our dynamit crate using Blender.
Class to UV Unwrap the object, that is, transform it from 3D to 2D so that it can be textured.
In this class you will learn how to create an image (ID MASK) that will serve for material identification purposes and will facilitate the texturing of our object in Quixel Mixer.
In this class we will remove the two created materials and apply only 1 material to the entire object before exporting it to Quixel Mixer.
This class will demonstrate which options should be selected when exporting the fbx file (object) in order to avoid errors in Quixel Mixer and Unreal Engine.
In this class we will create a brush in GIMP using the image of an eagle and learn how to export it to use in Quixel Mixer to texture our game asset.
In this class we will create another brush in GIMP using a font that we already downloaded in a previous class and we will learn how to export it to use in Quixel Mixer in order to texture our game asset.
In this class you will learn how to import our game asset (.fbx file) into Quixel Mixer, create the materials (smart materials) and, finally, export the textures that will be used in the Unreal Engine.
In this last class of the section you will learn how to import our object into Unreal Engine by selecting the correct options and you will also learn how to add the textures created in Quixel Mixer to create the material and then add our game asset to the scene we created to see the final result.
Class to show the original game object and thus give the student an idea about the game asset that will be recreated in this section.
In this class we will model our first aid kit using Blender.
In this class you will learn how to apply a texture to our object using Blender itself. The texture is in an attached .zip file.
In this last class of the section, we will demonstrate which options must be selected when exporting the fbx file (object) in order to avoid errors and we will now import our object into Unreal Engine, selecting the correct options to add the texture created in Blender itself in order to create the material and then add our game asset to the scene we created to see the final result.
Class to show the original game object and thus give the student an idea about the game asset that will be recreated in this section.
In this class we will model our pilot logbook using Blender.
In this class you will discover another website with free, high-quality textures that we will use in Blender.
In this class we will import the textures that we downloaded in the previous class and you will learn how to adjust it to our object to get a realistic result.
In this class we will use Blender to create the texture (bake) that will be used in Unreal Engine.
In this last class of the section, we will demonstrate which options must be selected when exporting the fbx file (object) in order to avoid errors. We will now import our object into Unreal Engine, selecting the correct options to add the texture created in Blender itself in order to create the material and then add our game asset to the scene we created to see the final result.
In this course you will learn how to create quality game assets using free softwares such as Blender, Quixel Mixer, GIMP and Unreal Engine. We will start the course with the download and installation of this softwares. You will receive 3 PDF files containing shortcuts and information about the softwares we will use in the course. A total of 7 game assets will be created. We will take as a base/inspiration the game Medal of Honor (1999) to recreate a minen road sign, a fingerpost, a wooden fence, a street light, a dynamit crate, a first aid kit and a pilot's logbook. At the beginning of each section, before we develop the game asset, I will show you an image of the original object that we are going to recreate. You will learn how to create the object in 3D, uvunwrap and export the fbx file using Blender, texture it and export these textures (albedo, normal, roughness, metalness and ao) using Quixel Mixer and then learn how to correctly import all this in a project that we will create in Unreal Engine 5.2.1. We will also use a free software called GIMP where we will create some brushes that we will use in Quixel Mixer to create more realistic textures. In the final two game assets we will only use Blender to carry out the entire process, using free high-quality textures that you will learn where to download. In the last section of the course we will create a scene with the game assets we created and you will learn how to bring in other high quality objects using Quixel Bridge (within the Unreal Engine itself). Finally, you will learn how to take a photo (screenshot) of the final result to share your achievement with friends, on the forums, or even to promote your portfolio.