
David Pristina shares his workflow for creating video game assets using Blender, drawing on professional graphic design experience to guide beginners through the software.
Learn to create 3D game assets using Blender and other tools, texture with Substance Painter or Paint 3D, prepare PBS materials, and export assets ready for a game engine.
Search references for your 3D game assets using platforms like Pinterest and forums to inspire atmosphere and material choices, capture scene details, and organize references in a dedicated folder.
Practice organizing reference images with PureRef to streamline 3D game assets workflow, using features like zoom, drag, and the central button to arrange references, then start Blender to create meshes.
Use Blender to model a headstone mesh from a reference image, starting with a cube, setting units, extruding faces, adding loops, beveling, and using proportional editing to refine stone form.
Learn to model headstone variants for 3d game assets using extrusion, rotating parts, extruding inside and outside, adding loops, and duplicating details to create faces that are closed.
Unwrap and optimize mesh uvs using a Blender addon to project, check for open or overlapping faces, and pack textures into efficient atlases.
Transform photos into textures by using Darktable to remove dark corners and lens distortion, adjust saturation and brightness, crop watermarks, and export ready textures for Materialize.
Create a PBR material with materialize by generating normal, roughness, metallic, and displacement maps, tweaking tiling and rotation, and previewing the wall texture.
Organize the mesh into groups in Blender, export each group separately, and assign one material per group for use in Substance Painter.
Learn to texture paint in Substance Painter by baking textures, correcting normals, and applying roughness and ambient occlusion maps to a low-poly mesh, using smart materials and masks.
Export textures from Substance Painter by configuring folders and channels for roughness, emission, metallic, and color maps, then export at 2k for Blender import and normal map blending.
Master a timelapse texture paint workflow on others' meshes to produce detailed, optimized textures for 3d game assets.
Create a low-poly family tomb mesh by building one reference model, extruding faces to form the columned structure, door, and window, then add loops and bevels for detail.
Explore timelapse footage of family tombs N2, N3, and N4 to learn how to create 3d game assets.
Learn UV mapping and material assignment for a 3D asset by cleaning the mesh, unwrapping the geometry, marking mapping features, and selecting a higher 2k texture resolution.
Create and texture 3D assets by mapping meshes, assigning materials, baking maps, and painting surfaces in Substance Painter to enhance tomb assets.
Explore timelapse texture painting for 3d game assets, focusing on family tombs and other texture work to speed asset creation and realism.
Export textures and join them in Gimp to create a single texture by combining four materials with alpha channel, then prepare and export for use in Blender.
Import textures from Substance Painter into Blender 2.8 and create one material per mesh. Split color, roughness, and normal maps across channels and reuse materials across assets.
This timelapse demonstrates a procedural approach to creating other scene elements for 3d game assets, using quick sculpting and paint mode, while noting sculpt details are covered in another course.
Master texture painting for other elements in 3d game assets by applying textures to various components to enhance visual realism.
Learn to create modular church assets by modeling walls, windows, and roofs, align components to the grid with bottom corner pivots, and texture with substance painter.
Organize mesh groups, unwrap UVs to maximize space, and remove overlaps for consistent brick and wall resolutions. Name parts, check lighting, assign materials, and export to paint in substance painter.
Texture paint timelapse demonstrates texturing a church wall and roof, using Materialize to create normal, roughness, and ambient occlusion maps for game assets.
Learn to create 3D game trees with Treeit by loading tree databases, generating trunks, leaves, and branches, adjusting deformation and variation, and exporting as object files.
Learn to create 3d plant assets for games by modeling wine plants, adjusting trunks and branches, applying textures and normal maps, and tuning gravity and wind for variation.
Explore vegetation creation for 3d game assets using TreeIt Timelapse techniques to streamline modeling, texturing, and asset optimization.
Discover how to create 3D game assets through a free timelapse video using the S2 Engine.
Learn to paint textures for scenes and terrain in Blender, using free video resources, to enhance 3d game assets.
The instructor invites learners to develop new skills and tools for creating 3d game assets, offers courses, asks for suggestions, and plans new courses, with thanks and a YouTube invitation.
ATTENTION THIS COURSE IS FOR INTERMEDIATE USERS
You will learn to model assets for video games, in particular elements for the construction of a cemetery.
We will start from a simple tombstone, we will pass to the noble tombs and we will conclude with the contour elements, without neglecting the vegetation, the realization of the materials and their settings, a description of my way of working and how I organize my work.
Some points covered by this course:
Basic modeling
UV Mapping
Texture Paint
PBR Materials
Tree Generator