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Texturing Models for Videogames in 2020|Retop, UVs & Baking
Rating: 3.9 out of 5(7 ratings)
146 students

Texturing Models for Videogames in 2020|Retop, UVs & Baking

Prepare and Texture Characters for AAA Videogames using Blender and Substance Painter
Last updated 1/2021
English
English [Auto],

What you'll learn

  • Character Texturing
  • Character Art
  • Substance Painter
  • Retopology
  • ID and Baking Maps

Course content

3 sections49 lectures16h 38m total length
  • Course Landing Video1:09

    learn to texture videogame characters by building on a high-quality sculpture, wrap and bake with retopology, uvs, and baking concepts, and paint textures in Substance Painter using Blender, marmoset shellback.

  • Welcome to the course!0:34

    Welcome to the course; learn to build a low quality version of our pre existing models, upgrade to high quality local geometry, and jump to substance mantri to paint character.

  • Getting Started23:19

    Identify silhouette-critical areas and bake them onto a low-poly character, preserving beads and necklace while simplifying non-essential details. Use mirror modifier, shrinkwrap, and booleans to optimize topology and maintain symmetry.

  • Making the Fingers26:46

    Apply shrink wrap retopology to create finger geometry on an arm object, starting with a circle, extruding to form the forearm, adding loops for joints, and duplicating across digits.

  • Joining The Fingers27:30

    Join the fingers by aligning shrinkwrapped envelopes, marking seams, and building clean edge loops for unified hand topology, enabling efficient unwrapping and texturing.

  • Finishing The Hand30:41

    Finish the hand by refining geometry across fingers and wrist, adding triangles and subdividing loops to support game-ready texturing.

  • Making The Sleeves19:17

    Create the sleeve geometry by duplicating, extruding, and snapping vertices to form a clean quad-based sleeve, then use shrinkwrap and edge loops to shape the elbow, seams, and tunic fit.

  • Joining The Arms to the Body17:01

    Align vertex loops to match the dress and sleeves, then join the arms to the body, refining topology with edge loop adjustments to improve the tunic’s silhouette.

  • Finishing The Body14:07

    Build the tunic front with carefully planned edge loops, extrusions, and bridges, using the mirror modifier, shrink wrap, knife edits, and selective subdivision to connect the hand and body.

  • Starting The Face33:11

    Learn to sculpt facial topology for a game character by adding targeted geometry around the eyes, nose, and mouth, then refine with extrusion, mirroring, and shrinkwrap.

  • Cheeks And Neck17:52

    Finish the cheeks, ears, and neck by extruding and refining faces and vertices, applying base operations and smoothing, then shrink-wrap to achieve clean, ready geometry.

  • Making The Ear29:05

    Learn ear modeling for game characters using vertex groups and shrinkwrap to preserve volume, align with the face, and minimize artifacts.

  • Finishing The Face16:11

    Finish the face by refining hair and neck topology through extruding vertices, adjusting loops for smooth silhouettes, and planning symmetry and later joining with the hat.

  • Starting The Scarf28:16

    Follow along as you sculpt the scarf in Blender, using shrink wrap and subdivision surface to preserve silhouette, crease edges, and merge necklace geometry with a boolean.

  • Finishing The Scarf23:14

    Finish the scarf by extruding and shaping geometry, using shrinkwrap and subdivision surface modifiers, then collapse loops and optimize topology before joining the scarf to the body.

  • Making The Horns20:25

    Make one horn from a circle, enable shrinkwrap to the high quality target, then build a low-poly base with a subdivision surface to shape the horns; duplicate to other side.

  • Mirroring The Horn9:05

    Mirror the horn by duplicating geometry, setting the pivot and X scale to minus one, and refining edges while disabling shrinkwrap for edits; then optimize and move toward the hat.

  • Starting The Headpiece34:10

    Beginning the headpiece, this lesson guides retopology for a game hat by building low-poly geometry with planes, snapping vertices along the face, and extruding while avoiding unnecessary slots.

  • Building The Headpiece23:45

    Direct vertex flow to shape the headpiece, hiding the front and aligning loops for clean topology. Remove unnecessary faces and prepare to join everything together in the next step.

  • Finishing The Headpiece10:46

    Finish the headpiece by closing the flat surface, join all pieces into a single mesh, and prepare accessories in the next video before final assembly.

  • Starting The Cane24:00

    Begin a cane from a simple cylinder, preserving the silhouette and keeping the pendant and leaves as separate pieces. Use circles, extrude, loops, shrinkwrap, and triangulate to shape with geometry.

  • Finishing The Cane25:55

    Master cane detailing through iterative extrusion, edge loops, and precise cuts, then apply shrinkwrap and bridges to finalize the geometry, including leaves and a hanging pendant.

  • Smoothing Groups & The Bottom Of The Cane19:45

    Learn to fix shading on the bottom of the cane by using smoothing groups, marking sharp edges, and adjusting normals, then refine topology with extra geometry, loops, and extrusion.

  • Making The Cane Accesories.21:22

    Create cane accessories by modeling leaf-like pendants using planes, shrinkwrap, bridging, and extruding stems, then refine with normals, grid fill, and extra objects to add rounded details.

  • Starting The Accesories25:52

    Start working on the accessories by creating a shoulder piece, applying shrink wrap, aligning geometry, refining normals, and preparing feathers for baking onto flat geometry.

  • Finishing The Accesories9:52

    Finish the accessories by duplicating feathers to save time and share texture space, then shrink-wrap beads and necklace segments onto the hyperbolic mesh, adjusting the scarf geometry for fit.

  • Merging Our Objects26:32

    Merge the body with accessories (shoulder pads, feathers) into a single Blender mesh, keep hands separate for mirrored symmetry, and optimize geometry by collapsing loops to meet a 15,000-triangle budget.

  • Merging The Neck12:27

    Merge the scarf to the neck by subdividing and merging vertices, align loops, and ensure shoulder symmetry for a clean neck topology.

  • Merging The Horns13:56

    Merge the horns with the headpiece, align geometry, and simplify by collapsing edge loops and deleting unnecessary vertices to reduce triangles toward the 15,000 target.

  • Merging The Headpiece To The Body23:42

    Join the headpiece to the body by merging vertices and refining topology. Create and adjust geometry with cuts, triangles, and subdivisions to ensure a seamless, well-formed connection.

  • Finishing Up5:53

    Finish up the retopo by merging vertices, snapping edges, and subdividing to refine the mesh, then join vertices and check model integrity for open areas and angles.

  • Cleanup27:38

    Optimize the model by removing loops and excess geometry from horns, face, beads, and necklace to save texture. Check topology, fix open borders, triangulate polygons, and prepare uvs for baking.

Requirements

  • Mac or PC capable of running any version of Blender and Substance Painter
  • Willigness to work hard and study the concept seen in class

Description

Learning Blender and Game Texturing can be very hard and time-consuming when doing it on your own. I will help you learn all the core concepts and fundamentals of character creation in very detailed videos.

In this course, we will retopologize and texture a character suited for mobile and desktop games from scratch. We will start from scratch, doing the retopology in Blender, Baking, and Texturing with Substance Painter. I will cover all the basics to help you grow as a 3D Character and Texture Artist.

You'll learn tips and shortcuts that will accelerate your workflow and make you understand the fundamentals of Texturing Characters for Videogames in 2020.

I will be available for you through the whole course, feel free to send me a message if you encounter any issue. I will help you solve it and understand why it presented itself.

Please, take this course now.

Who this course is for:

  • Students that have already some 3D knowledge and want to become a Character Artist
  • Intermediate Artists that want to keep honing their skills
  • Aspiring artists that are looking for that next step in their learning