Udemy
Modeling and texturing assets for next-generation videogames
Learn the complete workflow of the models for videogames and create ¡five assets! using Blender and Substance Painter| Length | 3 to 4 weeks |
| Effort | 4 hours per week |
| Price | $ 51 |
| Subject | Design, Art |
| Level | Any |
| Languages | English |
| Video Transcripts | None |
Along this course you will learn the complete workflow to create assets from scratch using two of the most powerful programs for create content in 3D including the following topics:
- The fundamental theory of creating models for next-generation games
- The fundamental theory of the PBR materials rendering method (currently the most used in the industry)
- All the fundamental aspects of Blender to navigate fluidly in the interface
- All the principal modeling tools
- Several of the most important modifiers to create specific forms and surfaces
- How to use the Sculpt mode and how to use it to add sculpted details to our models
- How to create High poly models
- How to create, clean and optimize a Low poly model
- How to UV unwrap a model to project textures in it
- How to project all the details from a High poly model into a Low poly model (Baking) using "matching by names" in Substance Painter
- How to create and detail different PBR materials in Substance Painter
- How to export all the texture maps to use them in any rendering engine
- How to visualize any asset in Marmoset Toolbag to create high quality renders and export files for real-time visualization
- How to upload and configure any asset in the Sketchfab website
- How to import any asset in the game engine Unity and how to configure the materials
- How to create a render of our models with the Cycles render engine in Blender
- 3D students of any level who want to achieve professional results in their models for videogames
What you'll learn
- At the end of the course the students will be able to create different 3D game-ready models to use in any game or rendering engine
Course syllabus
Introduction
Theory chapter
Introductory chapter
Creating the beer mug - Practical chapter
Creating the warhorn - Practical chapter
Creating the viking shield - Practical chapter
Creating the combat axe - Practical chapter
Creating the viking helmet - Practical chapter
Final chapter
Meet the instructors
Jose Moreno
Digital Artist
I am a digital artist passionate by 3D art with an endless curiosity about all the topics related.
My main tools are Blender, Zbrush and Substance Painter, currently I am working doing 3D modeling and texturing, I have 3 years working as freelancer, creating content principally for videogames and now I have decide to explore and expand my frontiers in this beautiful world of the education.
