Release date:2018, October

Duration:12 h 37 m

Author:Darrin Lile

Skill level:Beginner

Language:English

Exercise files:Yes

What Will I Learn?

Model and UV Map a 3D character in Blender suitable for game engines

Texture a 3D character in Substance Painter

Rig a character in Blender that will work with the Humanoid Rig system in Unity

Use the free character animations provided with Unity on your own custom character

Requirements Be able to navigate in Blender and have a basic understanding of the modeling tools.

Description

In this course you will learn how to create a game character using Blender, Substance Painter, Krita, and Unity.

Model and UV Map a 3D character in Blender suitable for game engines

Import Blender objects into Substance Painter

Use Substance Painter to Texture a 3D objects created in Blender

Rig a character in Blender that will work with the Humanoid Rig system in Unity

Use the free animations provided with Unity for your own custom character

We will begin by creating a low-poly version of our character in Blender suitable for game engines. From this Blender model we will create a high-resolution version to be used for baking our texture maps. We will UV map the character in Blender, and then import the models into Substance Painter where we will create PBR textures for the character’s skin and costume. We will also cover how to best organize and prepare the character in Blender so that we can texture efficiently in Substance Painter. Once that is done, we will work on creating polygon hair in Blender and use Krita to hand-paint hair strands for the character.

We’ll then go back to Blender to rig our character, based on what Unity needs to set-up its Humanoid Rig system. If we can fulfill the requirements of the Humanoid Rig then it opens up the possibility for using hundreds of animations available for free and for purchase on the Unity Asset store. In the end, we will bring our character and textures into Unity and set it up so that we can use the animations that come free with Unity’s Standard Assets.

Creating a game character in Blender can be a daunting task, but this course will provide an organized and well-structured discussion of each topic, explaining not only the how, but the why, of every step of the process.

Who is the target audience? Intermediate 3D artists who are interested in learning the entire game character pipeline.

01. Modeling the Low Poly Mesh 0101.Course Introduction 0102.Importing Reference Images 0103.Beginning the Face Modeling 0104.Creating the Loop Mask 0105.Pulling the Face into Three Dimensions 0106.Adjusting the Shape of the Face 0107.Creating the Back of the Head 0108.Extruding the Neck 0109.Creating the Shoulders 0110.Modeling the Breast 0111.Extruding the Rib Cage 0112.Finishing the Torso 0113.Modeling the Hips 0114.Extruding the Legs 0115.Creating the Shoulders 0116.Modeling the Arms 0117.Creating a Finger 0118.Placing the Other Fingers 0119.Working on the Hand 0120.Connecting the Thumb and Hand 0121.Creating the Sole of the Boot 0122.Continuing the Boots 0123.Working on the Boots and Gloves 0124.Finishing Up the Gloves 0125.Working on the Neck and Inner Mouth 0126.Inner Mouth and Gums 0127.Modeling the Tongue and Teeth 0128.Creating the Ears 0129.Modeling the Eyes 0130.Working on the Belt 0131.Beginning to Model the Hair 0132.Finishing Up the Low-Poly Mesh

02. Modeling the High Poly Mesh 0201.Starting the High Poly Body 0202.Detailing the Mouth 0203.Modeling the Nose 0204.Shaping the Eye Lids 0205.Beginning the Ear 0206.Continuing the Ear 0207.Attaching the Ear 0208.Detailing the Gloves 0209.Modeling the Boots 0210.Finishing the Belt 0211.Beginning the Fingers 0212.Finishing the Hands 0213.Beginning the Costume Elements 0214.Creating the Neck Design Element 0215.Finishing the Costume Elements 0216.Finishing the Eyeballs 0217.Creating the Teeth 0218.Placing the Teeth 0219.Adjusting the Low Poly Mesh

03. UV Mapping 0301.Beginning the UV Mapping 0302.The UV Align Tool 0303.Pinning UVs and Live Unwrap 0304.The Minimize Stretch Tool 0305.UV Mapping the Hands 0306.UV Mapping the Head 0307.UV Mapping the Mouth and Eyes 0308.Organizing the UV Islands

04. Texturing with Substance Painter 0401.Putting the Model Back Together 0402.Organizing the Model for Export 0403.Match By Mesh Name 0404.Organizing Object Names in Blender 0405.Set-Up To Paint on Normal Map 0406.Painting on the Normal Map 0407.Assigning Vertex Colors 0408.Real World Scale 0409.Add Mask with Color Selection 0410.Adding the Base Materials 0411.Adding the Base Materials 0412.Using Paint Layers 0413.Paint Brush Channels and Settings 0414.Exporting the Textures

05. Creating the Character’s Hair 0501.UV Mapping the Hair Planes 0502.Painting Hair Strands in Krita 0503.Testing the Hair Texture in Blender 0504.Continuing to Paint Hair in Krita 0505.Building Up the Hair in Blender

06. Rigging the Character in Blender 0601.Examining the Unity Humanoid Rig 0602.Creating the Bones of the Upper Body 0603.Placing the Bones of the Hand 0604.Creating the Bones for the Lower Body 0605.Parenting the Bones of the Rig 0606.Binding the Character to the Rig 0607.Adjusting and Testing the Weights

07. Character Set-Up in Unity 0701.Exporting the Character and Textures 0702.Importing the Character and Textures 0703.Setting up the Character Animations 0704.Two-Sided Shaders and Conclusion

Project Files.7z

  Channel    and      Group

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