
In this video I'll go over all of the things that you will learn throughout the course
In this lecture I'll provide all of the resources included in this course.
In this lecture we'll synchronize our Blender settings and save a Startup File so that every time we open up Blender from here on out, we'll always start from the same configurations.
In this lecture we'll start modeling our low-poly character by building a blocky foundation. This first step is useful for planning out the basic volume of space where our character's body parts will be created.
In this lecture we'll continue creating our 3D model by rounding out the blocky foundation and further shaping it into a more recognizable human character.
In this lecture, we'll add a few extra loop cuts to our model around the knees, elbows, neck and waist to allow the bendable joints the freedom of rotation that they need during the animation process.
In this lecture we'll lay down all of the bones needed for our 3D character's Armature Rig.
In this lecture we'll give all of the bones a proper name, making sure the conventions are compliant with Unity's own naming conventions.
In this lecture we'll create optional Inverse Kinematic bones which can be used to automate rotations of the knees and ankles by manipulating one heel bone.
In this lecture we'll create the other half of our bone structure using Blender's Symmetry Tool and then apply the Weight Painting for the entire Armature in one click using the Automatic Weights Tool.
In this lecture we'll create a low poly concave mouth with alternative sets of teeth.
In this lecture we'll create a few alternative sets of facial hair including mustache and beards.
In this lecture we'll create a set of eyeballs with a separate iris plane containing a textured material as well as eyebrows.
In this lecture we'll create a few low-poly nose variants for our human character model.
In this lecture we'll create a low-poly human ear and then branch out to an elven and goblin variant using the human ear as a base template.
In this lecture we'll create a variety of low-poly hair styles for our human character model.
In this lecture you'll learn how to apply weight painting to all of our floating geometry body parts so that each item is fully associated with their respective bones in the armature.
In this lecture we'll create a variety of hats and helmets for our character model.
In this lecture you'll learn how to design some basic clothing for your 3D character model.
In this lecture you'll learn how to make various armor padding to place atop of your 3D character's clothing.
In this lecture you'll learn how to create a couple of hand-held melee weapons designed to fit within the palm of your 3D character's hand.
In this lecture you'll learn to reuse one grayscale color atlas on all of the 3D models we've created so far.
In this lecture you'll learn how to export your 3D model from Blender as an FBX file and then import it into Unity.
In this lecture you'll learn to setup Prefabs in Unity by making use of the variety of facial features, clothing, armor and weapons.
In this lecture we'll spend a little time repairing some of the problems with our existing models in Blender
In this lecture you'll learn how to use Unity's Animator Controller to create parameter variables, and setup transitions between animations of your own choosing.
In this lecture you'll learn how to control the animations within your Animator Controller through C# scripts that take advantage of Unity's Input System.
In this lecture you'll learn how to swap melee weapons, held by your character, with the click of a button
In this lecture you'll learn how to reshape hair styles that are too big to fit properly under hats and helmets. You may use what you learn in this lecture to apply to just about anything.
Bonus Lecture at the end of the course
Welcome to Low-Poly Character Modeling & Animation in Blender for Unity, a course by Billy McDaniel.
In this course, we'll design a low-poly, flat shaded cartoon-style character model in Blender with separate parts for facial features including eyes, nose, teeth, ears, hair, hats & helmets, clothing, armor and melee weapons. We'll setup bones and rigging so that we can fully animate our new model. And then I'll show you how to use a grayscale color atlas material that allows you to create any colored material you desire from within Unity. Next, we'll setup the Animator state machine and write a script that allows us to change animation clips on demand. We'll download a few clips from Mixamo's free website to get started.
By the end of this course you should have a good foundation to build a variety of character models in Blender with the freedom to swap out animations however you see fit. My goal is to help you finish this course with all of the experience you need to start making low-poly, flat-shaded characters and enemies for your Unity video games.
So if this sounds like something you'd like to start doing on your own... then welcome aboard. I hope to see you in the next lecture.