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
Who this course is for:
  • 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.