Return to site

Blender Learn 3d Modeling For Unity Game Development

broken image


About this course

Learn to Create or Edit Props, Design Levels, Apply Material and Simple Animations using Blender 3D for Unity Developers

Requirements

3D Modeling in Blender 2.8 for Unity Video Game Developers Udemy Free download. Indie Video Game Developers Learn How to Design Low-Poly 3D Props for Prototyping Games with Blender 2.8 & Unity 2018.2. This course is written by Udemy's very popular author Billy McDaniel. It was last updated on October 10, 2019. The language of this course is. This course is intended for video game developers who want to learn Blender for 3D modeling, texture mapping and simple animations. No previous modeling experience is required. The course is directed towards Unity game developers specifically, but a student could learn what they need from this course for any video game development platform. Welcome to 3D Game Modeling & Animation With Blender where you will learn everything you need to know about 3D game modeling and 3D animation for games. Devslopes has taught over 100,000 students. We think we are the coolest kid on the block. We like to make fun stuff and then share the knowledge. Just try us and see! WHY THIS COURSE.

  • Students must have some working knowledge of video game development using Unity.
  • Student has a respectable background in personal computing.
  • Student has a drive to want to learn quickly.
  • The course is taught on a PC/Windows computer, and requires the use of a standard keyboard with numeric keypad, a 3-button mouse with mousewheel and some knowledge of working with game development props, animations, scripts, and graphics.
  • Students need to exercise some common sense. for example; download and install Blender without a guide, and without being asked to do so. (The instructor assumes if you can develop video games, you can figure these things out on your own)
  • Students should expect to watch one lecture at a time and then follow the lecture with a session in Blender.

Description

This course was designed for Unity developers who want to extend their capabilities to include 3D modeling in Blender. Whether you're interested in designing unique 3D props for your games, building awesome levels, or tweaking your existing Unity Assets, this course can help you get through the learning curve and put you in the driver's seat. You'll learn to Blend like a pro with a good working knowledge of all of the most common tools for editing video game props and level design. We cover all the basic terms, keyboard shortcuts, best practices, time-saving tips, as well as a comprehensive introduction to animating without the use of bones or rigging, applying materials quickly with seamless textures or fine tuning your final product with ambient occlusion texture maps. Understand how to UV Unwrap 3D objects, apply your own graphics and more!

Who this course is for:

  • This course is intended for video game developers who want to learn Blender for 3D modeling, texture mapping and simple animations. No previous modeling experience is required. The course is directed towards Unity game developers specifically, but a student could learn what they need from this course for any video game development platform. This is not a course to improve your skills as a programmer or game designer. This course skips over areas of Blender that do not pertain to video game development, and narrows in on just the stuff you want to learn!

Originally shared by Embark Studios on their blog.

At Embark we use Blender across the studio as our go-to tool for 3D and environment art. Just now, we also renewed our gold-level sponsorship of the Blender Development Fund another year. In this post, Daniel Bystedt details why Blender is great for game development and lets you in on a specific use-case.

My own history with Blender dates back to 2015. Blender has evolved tons since, but even back then I was surprised to find how capable this free software was, with its fantastic modeling toolset and non-destructive modifier system.

It made me fall back in love with 3D modeling again, and soon upon discovering Blender, I found myself using it for most of my tasks. Over time, I also became an active member of the Blender community. Nowadays, I'm involved in some of Blender's development processes as a commissioner for various projects.

Embark's embrace of Blender was in fact how I discovered this studio in the first place and a big reason why I work here today (in addition to our work with machine learning and proceduralism). At Embark, we're constantly looking for new and effective tools and solutions to solve problems, and Blender truly speaks to what sort of studio we want to be. As a free and open-source tool, it also contributes to making game development more accessible and collaborative.

Given that Blender is an unfamiliar tool for many of our new artists, we've been working actively to make sure everyone here gets the know-how and support they need to quickly get up to speed. Many who were skeptics at first are now some of our most active Blender advocates, which has been fun to watch!

As we celebrate our first year as a Blender sponsor, we wanted to share some of this know-how with all of you in the Blender community too. So in this post, I'm going to describe to you in a bit more detail some of the specific reasons we think Blender is great for game development, and describe a specific use-case, as we're now working on our first games.

So let's get into it.

Blender has a lot of amazing features, but some of the most important ones for us at Embark is the approachable and non-destructive modeling tools and modifiers. The realtime viewport Eevee is also priceless when it comes to evaluating your model and textures before importing them into Unreal Engine. We also love Blender's constant updates and development cycle and that the Blender Foundation is so transparent about its development process.

Blender is also very pipeline-friendly and allows us to effortlessly implement tools and applications into our pipeline. Blenders' data management of file content provides flexibility

Blender allows any type of data to be stored on almost all types of data types inside the file. Custom properties can be stored on scenes, objects, meshes, collections, etc. Game dvr windows 10 descargar. Custom properties can hold basically any type of data such as float, string, list, dictionaries, and more.

Fortnite download 4 medical records. For example: switching to the scripting tab and writing this example in the python console in Blender

will give you a custom string property on the active object, that you can expose in object properties or by investigating the outliner with display mode: 'Data API'.

Blender uses a lot of mesh component data for vertex groups, bevel weights, and creasing weights. By collecting this per-vertex/edge/polygon data and store it into a custom object property, we can export the objects using the FBX or ALEMBIC file formats (note: ALEMBIC supports custom properties as of Blender 2.91). The files can then be opened in Houdini and then we can do operations by using the vertex/edge/polygon data.

Creating real-time hair in Blender

So let's discuss a specific Blender use-case for us here at Embark: how we use Blender to create real-time hair.

Blender offers the ability to do modeling, texturing, shading, and also display your work in a high-quality real-time rendering viewport. Therefore, it's a great tool for creating hair, both for the classic hair-card approach, but also for importing grooms into Unreal when exported as a curve object with multiple splines to Alembic.

Blender Learn 3d Modeling For Unity Game Development System

When creating the texture for hair cards, we create a strip of hair on a slanted plane. The grooming tools in Blender is really nice and are easy to use:

We then layout the hair strips on a grid. The hair shader that we later use in Blender and Unreal can dynamically change UV mapping to adjust to the number of rows and columns used in the hair card texture. This way we can easily change the hair texture on any character in the game engine.

The hair is then rendered out from an orthographic camera and the different shading attributes such as normals, opacity, random strand value and specular can be packed into the RGB channels of one or multiple textures.

The hair particle system is placed on a hair cap on the character. Using a hair cap makes it easier to keep a repository of hairstyles.

The geometry of a basic hair-strip looks like this (the UV is normalized):

Using a particle instance modifier on the hair card geometry and pointing the modifier's object value to the hair-cap and particle system will instance and deform the hair card to each hair curve in the hair particle system.

Hair cards can be reduced and triangulated in a non-destructive workflow using modifiers:

Modeling

Viewing the hair in the real-time rendering viewport Eevee can give you a great idea of how the result will look in the game engine.

Watch Daniel Bystedt showcase this workflow on Blender Today Live #129

Blender Learn 3d Modeling For Unity Game Development Techniques

Embark Studios is a corporate member of the Blender Development Fund.

What is the Blender Development Fund?

Blender 3d Modeling For Beginners

The Blender Development Fund accepts donations to support activities to provide free and open accessible services for all Blender contributors – including professionals and corporations – on the blender.org websites. Support activities include bug fixing, code reviews, technical documentation and onboarding.
The fund will also provide grants and subsidies to developers on generic and widely agreed development projects.

Blender 3d Modeling Free Online

Learn more at fund.blender.org





broken image