Srbija Posted September 9, 2023 Share #1 Posted September 9, 2023 Blender & Substance: Modeling And Texturing Videogame Props Last updated 2/2021 MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz Language: English | Size: 13.97 GB | Duration: 14h 28m Learn the complete workflow of the models for videogames and create five assets! using Blender and Substance Painter What you'll learn Blender 2.8x fundamentals and principal modeling tools All the modeling workflow for videogames Optimization for videogames UV unwrapping for videogames Substance Painter fundamentals PBR texture creation for videogames 5 epic game-ready assets step by step Rendering in real-time with Blender Eevee and Cycles Rendering in real-time with Marmoset Toolbag Set the models in Unreal Engine Requirements A computer where you can run Blender and Substance painter It is not a requirement for the course but a digital tablet can help you a lot in the process Description Along this course you will learn the complete workflow to create assets from scratch using two of the most powerful programs for 3D creation.Include the following topics:The fundamental theory of creating models for next-generation gamesThe 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 interfaceAll the principal modeling toolsSeveral of the most important modifiers to create specific forms and surfacesHow to use the Sculpt mode and how to use it to add sculpted details to our modelsHow to create High poly modelsHow to create, clean and optimize a Low poly modelHow to UV unwrap a model to project textures in itHow to project all the details from a High poly model into a Low poly model (Baking) using "matching by names" in Substance PainterHow to create and detail different PBR materials in Substance PainterHow to export all the texture maps to use them in any rendering engineHow to visualize any asset in Marmoset Toolbag to create high quality renders and export files for real-time visualizationHow to import any asset in the game engine Unreal engine and how to configure the materialsHow to set and render our models in Blender with the render engines Eevee and Cycles Overview Section 1: Introduction Lecture 1 Instructor presentation: Jose Moreno Lecture 2 How models for videogames are made Lecture 3 What is Blender Lecture 4 Facebook group Lecture 5 Downloadable Resources Lecture 6 The PBR Workflow and the texture maps Section 2: Fundamentals Lecture 7 Blender Instalation Lecture 8 Blender fundamentals: Interface and Workspaces Lecture 9 Blender fundamentals: Navigation in the 3D view Lecture 10 Blender fundamentals: Overlays and viewport shading Lecture 11 Blender fundamentals: Selection, visibility and collections Lecture 12 Blender fundamentals: Object creation and elimination Lecture 13 Blender fundamentals: Basic transformation Lecture 14 Blender fundamentals: The edit mode Lecture 15 Blender fundamentals: Tools in edit mode Lecture 16 Blender fundamentals: Aditional tools in edit mode Lecture 17 Blender fundamentals: The modifiers Lecture 18 Blender fundamentals: The sculpt mode Lecture 19 Blender fundamentals: Customizing the interfase Lecture 20 Addons of the course and my interfase Lecture 21 Substance Painter fundamentals 1: Workflow, navigation and bakes Lecture 22 Substance Painter fundamentals 2: Layers, materials and masks Section 3: Creating the beer mug Lecture 23 Beer mug: Modeling the base Lecture 24 Beer mug: Adjusting the shape and polishing the surface Lecture 25 Beer mug: Closing the base and modeling the handle Lecture 26 Beer mug: Setting the Low poly and UV unwrapping Lecture 27 Beer mug: Adjusting the UVs Lecture 28 Beer mug: Exporting the meshes Lecture 29 Beer mug: Baking in Substance Painter Lecture 30 Beer mug: Creating the base of the wood material Lecture 31 Beer mug: Adding the edge wear of the wood Lecture 32 Beer mug: Creating the metal material Lecture 33 Beer mug: Dirt and final details Lecture 34 Beer mug: Setting the final maps and exporting Section 4: Creating the war horn Lecture 35 War horn: Modeling the base Lecture 36 War horn: Polishing the surface and modeling the rings Lecture 37 War horn: Defining the Low poly Lecture 38 War horn: UV unwrapping Lecture 39 War horn: Adjusting the UVs and exporting Lecture 40 War horn: Bakes and engravings in Substance Painter Lecture 41 War horn: Creating smart materials Lecture 42 War horn: Creating the metal material Lecture 43 War horn: Creating the horn material Lecture 44 War horn: Polishing the metal and hand-made details Lecture 45 War horn: Final details and export Section 5: Creating the combat Axe Lecture 46 Combat axe: Modeling the handle Lecture 47 Combat axe: Modeling the blade shape Lecture 48 Combat axe: Adding volume to the blade Lecture 49 Combat axe: Modeling the leather grid Lecture 50 Combat axe: Modeling the leather strip Lecture 51 Combat axe: FInishing the leather strip Lecture 52 Combat axe: Sculpting the blade details (part 1) Lecture 53 Combat axe: Sculpting the blade details (part 2) Lecture 54 Combat axe: Sculpting details on the handle Lecture 55 Combat axe: Cleaning the low poly model Lecture 56 Combat axe: UV unwrap Lecture 57 Combat axe: Adjusting the UVs Lecture 58 Combat axe: Final details and export Lecture 59 Combat axe: Bakes and blade engravings Lecture 60 Combat axe: Creating the metal material Lecture 61 Combat axe: Creating the wood material Lecture 62 Combat axe: Leather material and final details Section 6: Creating the viking shield Lecture 63 Viking shield: Modeling the metallic structure Lecture 64 Viking shield: Finishing the metallic parts Lecture 65 Viking shield: Modeling the handle and polishing the surface Lecture 66 Viking shield: Modeling the rivets Lecture 67 Viking shield: Preparing the model for sculpting Lecture 68 Viking shield: Sculpting the wear of the surface Lecture 69 Viking shield: Sculpting the wear on the edges Lecture 70 Viking shield: Sculpting the veins of the wood Lecture 71 Viking shield: Sculpting the final details Lecture 72 Viking shield: Optimizing the high poly and creating an ID map Lecture 73 Viking shield: Cleaning the low poly Lecture 74 Viking shield: UV unwrap Lecture 75 Viking shield: Adjusting the UVs Lecture 76 Viking shield: Exporting and Bakes Lecture 77 Viking shield: Creating the metal material Lecture 78 Viking shield: Creating the wood material Lecture 79 Viking shield: Adding the paint Lecture 80 Viking shield: Final details and export Section 7: Creating the Viking helmet Lecture 81 Viking helmet: Modeling the base Lecture 82 Viking helmet: Finishing the base Lecture 83 Viking helmet: Modeling the visor Lecture 84 Viking helmet: Finishing the visor Lecture 85 Viking helmet: Extra adjustments in the high poly Lecture 86 Viking helmet: Adding sculpted details Lecture 87 Viking helmet: Creating the chain mail shape with cloth simulation Lecture 88 Viking helmet: Modeling the rings of the chain mail Lecture 89 Viking helmet: Preparing the high poly to export Lecture 90 Viking helmet: Optimizing the low poly model Lecture 91 Viking helmet: UV unwrap Lecture 92 Viking helmet: Organizing the UVs Lecture 93 Viking helmet: Making the bakes of the ring chain mail Lecture 94 Viking helmet: Exporting and baking the high poly Lecture 95 Viking helmet: Adding height details and merging everything Lecture 96 Viking helmet: Adding the metallic materials Lecture 97 Viking helmet: Finishing the metallic materials Lecture 98 Viking helmet: Creating the leather material Lecture 99 Viking helmet: Final touches Section 8: Final chapter Lecture 100 Importing our models in Unreal Engine (spanish) - (in translation process) Lecture 101 Rendering in Cycles - Lighting and materials Lecture 102 Finishing the render with composite Lecture 103 Rendering with Marmoset Lecture 104 Publishing our model in Sketchfab Lecture 105 Importing the assets into Unity 3D students of any level who want to achieve professional results in their models for videogames Homepage Hidden Content Give reaction to this post to see the hidden content. 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