Release date:2016, December
Duration:01 h 41 m
Author:Darrin Lile
Skill level:Intermediate
Language:English
Exercise files:Yes
Blender’s sculpting tools are great for modeling, but they also can be used to create fine-detail textures for your 3D models, whether for animations or games. In this course, Darrin Lile demonstrates how to use Blender’s Multiresolution modifier and sculpting tools to create texture maps that simulate high-poly sculpt information. He reviews the process of baking these textures out to normal and ambient occlusion texture maps, and then shows how to apply them to your 3D game assets in Unity.
Topics include:Modeling a symmetrical object in Blender
UV mapping objects in Blender
Creating high-poly sculpt details
Using the sculpt and mask brushes
Creating fine details
Baking and applying texture maps
Importing and testing texture maps in UnityIntroduction
Welcome 44s
What you should know 55s
Using the exercise files 41s
1. Modeling the HammerLoading a background image 3m 7s
Modeling the hammer head 4m 28s
Modeling the handle 5m 52s
Modeling the accessories 8m 55s
Finishing the hammer 5m 4s
2. UV Mapping the HammerUV mapping the hammer head 4m 46s
UV mapping the handle 5m 7s
UV mapping the accessories 2m 59s
Finishing the UV map 3m 30s
Organizing and testing the UV map 6m 24s
3. Sculpting the Details Creating a high-poly version 8m 15s The Multiresolution modifier 3m 15s
The Sculpt Brush 4m 45s
The Mask Brush 7m 38s
The Anchor tool 5m 33s
Creating fine details 5m 57s
4. Baking and Applying the TexturesPreparing to bake the texture maps 2m 45s
Baking the normal and ambient occlusion (AO) maps 6m 22s
Importing and testing in Unity 3m 44s
Conclusion Conclusion and next steps 33s00. Introduction 01 – Welcome 02 – What you should know 03 – Using the exercise files
01. Modeling the Hammer 04 – Loading a background image 05 – Modeling the hammer head 06 – Modeling the handle 07 – Modeling the accessories 08 – Finishing the hammer
02. UV Mapping the Hammer 09 – UV mapping the hammer head 10 – UV mapping the handle 11 – UV mapping the accessories 12 – Finishing the UV map 13 – Organizing and testing the UV map
03. Sculpting the Details 14 – Creating a high-poly version 15 – The Multiresolution modifier 16 – The Sculpt Brush 17 – The Mask Brush 18 – The Anchor tool 19 – Creating fine details
04. Baking and Applying the Textures 20 – Preparing to bake the texture maps 21 – Baking the normal and ambient occlusion (AO) maps 22 – Importing and testing in Unity
05. Conclusion 23 – Conclusion and next steps
CONTENT.md Ex_Files_Blender_GameAsset.7z info.txt
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