Learn Blender 3D Modeling for Unity Video Game Development
- 11 hours on-demand video
- 3 articles
- 3 downloadable resources
- Full lifetime access
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- Certificate of Completion
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- Design Unity game props and levels like a pro using Blender 3D
- Make adjustments to Unity Assets (props) by importing them into Blender.
- Animate Traps and other obstacles for you game designs
- Design Modular Levels for your Unity Games
- Create your own Unity props with confidence using Blender 3D
- Students must have some working knowledge of video game development using Unity.
- Student has a respectable background in personal computing.
- Student has a drive to want to learn quickly.
- The course is taught on a PC/Windows computer, and requires the use of a standard keyboard with numeric keypad, a 3-button mouse with mousewheel and some knowledge of working with game development props, animations, scripts, and graphics.
- Students need to exercise some common sense.. for example; download and install Blender without a guide, and without being asked to do so. (The instructor assumes if you can develop video games, you can figure these things out on your own)
- Students should expect to watch one lecture at a time and then follow the lecture with a session in Blender.
This course was designed for Unity developers who want to extend their capabilities to include 3D modeling in Blender. Whether you're interested in designing unique 3D props for your games, building awesome levels, or tweaking your existing Unity Assets, this course can help you get through the learning curve and put you in the driver's seat. You'll learn to Blend like a pro with a good working knowledge of all of the most common tools for editing video game props and level design. We cover all the basic terms, keyboard shortcuts, best practices, time-saving tips, as well as a comprehensive introduction to animating without the use of bones or rigging, applying materials quickly with seamless textures or fine tuning your final product with ambient occlusion texture maps. Understand how to UV Unwrap 3D objects, apply your own graphics and more!
- This course is intended for video game developers who want to learn Blender for 3D modeling, texture mapping and simple animations. No previous modeling experience is required. The course is directed towards Unity game developers specifically, but a student could learn what they need from this course for any video game development platform. This is not a course to improve your skills as a programmer or game designer. This course skips over areas of Blender that do not pertain to video game development, and narrows in on just the stuff you want to learn!
Just a quick note to mention that this course was not taught on a Mac. If you are using a Mac, you may need to substitute certain keys such as the Option key, which apparently is the Control key on Windows.
This course is taught with the assumption that you will be using a standard keyboard with a numeric keypad. This lecture explains why.
Whether selecting individually or all at once, you'll learn different techniques for selecting objects in Blender.
Learn how to add the primitive objects to your scene in Blender using the Add Mesh shortcut.
Learn how to Delete objects and geometry, how to Undo and Redo. By the end of the lecture you should understand how to configure your Undo Buffer settings, and have more control over Undoing to recover from mistakes.
Learn how to alternate between the various modes and understand how Blender chooses which two modes to toggle between.
Learn how to Grab an object without using the transform arrows. Also gain control over grabbing and moving objects with the mouse or numeric keypad.
Understand the difference between an object whose geometry is connected by linked vertices and one that is not. You'll learn how to select all of the linked geometry and keep things separated without having to split it into multiple objects. Or how to select linked geometry and separate it into another object (if you prefer)
Learn how to bend the geometry of any object using the Simple Deform: Bend (Modifier). Whether you need to create a curvy/bendy series of pipes, a winding stretch of road, or some conduit for your technological level designs, this tool is sure to assist.
You hear it all the time, but do you actually know what it is? The Grid may sound like something out of The Matrix, but it happens to be one of the most important tools for both Blender and Unity. Learn how to use The Grid in your projects to improve productivity and give your finished models the precision geometry needed to keep everything snapped together at all times.
Here's a quick tip to help you avoid having to reset your Location or Rotation and Scale every time you turn around. While Resetting your Transforms is still something you'll want to keep an eye on, it's much easier if you develop an understanding of how the transform gets out of line in the first place. This lecture should clear things up a bit.
Although you may not end up using this model in any of your projects, it's a fun way to learn how to use some of the tools you've learned in the Terminology Section. This lecture is heavy on Extruding and Scaling, and helps identify how to map out a more complicated shape from a simple cube.
This lecture addresses some issues that came up regarding the Low-Poly 'Cartoony' House's Rooftops. A few students were having some troubles with the Transform Orientations, and I thought it would be beneficial to them, and anyone else having similar issues to produce a lecture that helps understand and resolve those issues.
In this lecture, we'll create the bare bones foundation of a classic treasure-style chest with rounded top, and rectangular bottom. We'll use the "Difference" Boolean Modifier to cut pieces of geometry from primitive shapes to form the framework of our chest, and then separate everything into respective layers to keep everything organized and easier to manipulate.
This is the second part of our Chest lecture, where we will be adding some basic hardware to our bare bones foundation piece, including a very simple ring-shaped handle on the sides, and a locking ring on the front.The lecture makes use of the "Torus" (mesh object) and teaches how to Add Meshes at specific places in the world space using the 3D Cursor and various Origins throughout the geometry.
This lecture demonstrates good practical use of resetting the Location to force pivot points, making it easy to create support beams that can be used for Modular Level Design. We'll make a very simple set of support beams, consisting of 3 individually placed wooden boards that can be rotated in any direction and snapped together to form the framework of a support beam system.
This lecture reveals perhaps the simplest method for creating stairs for your levels. We'll start by converting a cube to a ramp, and then quickly subdividing the ramp into stairs using the Vertex Snapping tool and a simple mathematical formula. Create any proportion with any number of stairs in just a few clicks.
Take a tour as we look at different methods for adding Rooftops to your Interior/Exterior Modular Level Designs. I'll show you how to snap levels together quickly that include finished rooftops. We'll take a peak at some of my own rooftops, and go over the basic principals of the creation process.
We'll explore more Boneless Animations. This time, we'll create 2 different animations applied to two completely different kinds of objects. (An elevator and a moving platform) We'll import/export ALL of the animation data through one FBX file, import/export all objects from the scene (including the elevator and moving platform) as a separate fbx file (without animations), and then animate both elevator and moving platform from the animation file import.
Learn how Ambient Occlusion can really make your finished model stand out. This video clearly demonstrates the difference between a model that has been Ambient Occluded, and one that has not. Learn how to apply your own Ambient Occlusion using a UV Layer and ordinary image editing tools. (NOTE: I use Photoshop to demonstrate this procedure, though any image editor could do the same)