
Add a cube, unwrap it to a 2d texture map, switch to edit mode, create and paint a new texture, then save the texture (and model) in the same location.
Explore the basics of texture painting in the Blender image editor, using draw, blur, smear, and clone tools, and adjust brush size, strength, and blending modes.
Create a low-poly mushroom model in Blender by shaping a cylinder into a cap, adding loop cuts, merging vertices, extruding the stock, and shading smoothly.
Unwrap the mushroom’s 3d shape into a 2d uv map by adding seams and using unwrap, refine with edge mode and loop cuts, and save the model.
Paint a mushroom texture by applying a base color and larger details, then refine with smaller details, using a drawing tablet to vary brush strength and masking with symmetry.
Create LOD versions of the mushroom in unity by duplicating the object, naming them Elodie 1 and Elodie 2, and applying a decimate modifier; inspect triangle counts and export the fbx.
Paint a seamless rock texture in Blender's texture paint workspace, enable repeat tiling, adjust grayscale brushes, and save the texture. Then begin modeling the rock in a new Blender project.
Learn to model a rock in Blender by building from a cube, adding loop cuts, shaping with proportional editing, and smoothing and shading for game-ready assets.
Unwrap the rock’s UV map with the smart UAV project and cube projection to improve texture detail, then apply the rock texture via a new image texture and material.
Create two rock lod versions by duplicating and renaming rocks, apply a dc image modifier to model, set ratio to 0.25, then save and export as fbx with apply transform.
Create a textured tree in Blender by shaping a 16-vertex cylinder trunk, adding planes for branches with loop cuts, then join, smooth, and save for texturing.
Create a black-and-white branch texture in a new blender project, unwrap it, enable alpha, set a transparent background, and save as a texture named branch for Unity.
Create trunk and branch materials, assign textures, and adjust the UV map to orient branch textures. Use quick selection, emission shaders, and island-mode UV edits to optimize unwrapping.
Texture a tree trunk in Blender with Dexter paint. Select the trunk material, create a Dexter texture, set browns, blend colors with smear and draw tools, and set flat shading.
In Blender, create a textured tree by adjusting branch materials with transparent and mix shaders, preview shading, then duplicate to build LOD versions and export as FBX for Unity.
Build a textured Blender house model by refining a base cube, adding corner boards, mirroring, and constructing the roof, door, and windows with frames.
Unwrap the house into a uv map by splitting into a quarter and using a mirror modifier, sharing islands for the door to speed painting and improve texture quality.
Paint a textured house in Blender using the texture paint workspace, applying a Dexter base color, adjusting the bleed for mip maps, and detailing walls, roof, door, and glass.
Import the mushroom from the assets folder into Unity, adjust the Elodie group for LOD versions, create a prefab, and apply baked light maps with a dedicated mushroom material.
Import the rock asset into Unity, create a zero-smoothness rock material, apply its texture, add a convex mesh collider, mark as static, and bake with the generated light map.
Import tree from blender into Unity, create trunk and branch materials with albedo textures, enable alpha-cutout, adjust color, add capsule collider, set static, and place prefab with baked lighting.
Import the house as a prefab, apply a house material with its texture, add a box collider, set static, enable light map generation, and place the prefab in game world.
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Learn how to create game assets in Blender that you can use to build your very own 3D game world in Unity! In the course, you get to make four low poly assets from start to finish, which are a mushroom, a rock, a tree, and a house.
The game asset creation workflow consists of the following steps:
3D modeling the shape of an asset
unwrapping the three-dimensional shape into a two-dimensional UV map
painting a texture on the surface of the 3D model
creating level of detail (LOD) versions of the model to optimize it for a game
At the end of the course, all assets will be taken to the Unity game engine, where they are made game-ready by adding the necessary components for them and saving them as prefabs. With these prefabs, you can start building your game world. The game assets made in the course will also work on other game engines, such as the Unreal Engine.
This course is best suited for those who already have at least a little bit of experience with Blender. However, if you are a beginner who is really motivated to learn, this course is great for you as well.
Enroll in the course and learn one of the most essential game development skills today!