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Low Poly Game Asset Creation - Fire Hydrant in Blender and Unity 3D

Low Poly Game Asset Creation - Fire Hydrant in Blender and Unity 3D
Create Low Poly, Game Ready Assets in Blender and Unity 3D! Through this Blender and Unity tutorial you will learn how to create low poly assets for games. Over the course of this tutorial you will learn the high poly and low poly modeling techniques needed to create the fire hydrant subject matter. You will learn how to unwrap the UVs of the final low poly model and how to bake out normal maps, ambient occlusion and texture maps. Note: it came to our attention that some serious mistakes were made in the normal map baking tutorial, video #6. Due to this we’ve added an addendum video that goes over each of the errors and shows how they were fixed for much higher quality, and more accurate normal maps. After the UVs are unwrapped and the baking is done we’ll take you into Photoshop to show you how to finalize the textures by adding the ambient occlusion and extra detail. What You’ll Learn in this Course:

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DragonWars, an iPad game made with Blender and Unity DragonWars from Digital Sorcery was released for Apple iPad (iTouch version coming shortly) The game was created using Unity game engine and all of the animation and some of the modeling were done in Blender by Brian Williamson. He also has made several tutorials for Blender and Unity available on his YouTube account. I asked him some questions about this project. How large is your team? As for my development team. It was just me. Android programming - Semantic TV - Swoozy - Actionscript Flash Flex AIR - Unity 3D - DIY - Music reviews - iPhone Convert MP4 to MP3 with Automator and Garageband Wii Bala Believe me or not Unity 3D will be the next hype in the indie game industry and once you have discovered this tool and exported your 3D scenes to your iPhone, Android or even Flash (thanks to the new Molehill support) you will understand why. But that’s not the point of our discussion There is a topic that comes very often in forums concerning the export/import of textures in Unity 3D: how to export 3D objects or geometry made with Blender (up to 2.5) in Unity with textures? Yes with textures… The problem is that the workflow is not very clear and often textures are missing what is pretty annoying because once imported in Unity 3D you will need to assign them manually over the Material options… it’s a real pain but fortunately there is a nice solution… Let’s get started!

Theory - Efficient planning and modular workflow In this theory lesson we will be taking a look at some tips for planning and building modular game environments. These theory lessons are non application specific, and although I delve into some practical examples at points throughout the video this is more focused on the theory and fundamentals. Below you will find the notes from this theory lesson for quick reference after watching the video. Reference Images used: Bots – Unity What are Modular Environments and Why do we want them? The first thing we really want to know, is what a modular environment actually is, what does it mean to be modular.

Learning Blender -> Unity workflow, creating a simple vehicle. Yes, the rotations are an aftereffect of the rigging process. You'll need to rotate all pivots to 0,0,0 in blender. Note: The pivots, not the objects. That one had me stuck for a while. Blender to Unity Workflow FBX Import Today I set about researching better ways to integrate Blender and Unity. So far I’ve been dragging Blender files directly into Unity’s project palette. This method, however, is seriously flawed.

Py/Scripts/Import-Export/Autodesk FBX From BlenderWiki Autodesk FBX Exporter Introduction Export selected objects to Autodesks .FBX file format. This format is mainly use for interchanging character animations between applications and is supported applications such as Cinema4D, Maya, 3dstudio MAX, Wings3D and engines such as Unity3D and UnrealUDK. Asset Workflow - Line up your assets in your game with Unity’s fast and no-fuss asset pipeline Unity’s asset pipeline is unmatched for its ease of use and breadth of support of industry tools. Importing models, textures, audio, scripts, sprites and other assets into your Unity project is efficient and painless. Simply save your assets to your project folder, and Unity instantly and automatically imports them into your project for immediate use. You can modify your assets at any time, and instantly see the changes in your game.

Dev:Shading/Tangent Space Normal Maps From BlenderWiki Implementation Dependent A common misunderstanding about tangent space normal maps is that this representation is somehow asset independent. However, normals sampled/captured from a high resolution surface and then transformed into tangent space is more like an encoding. Thus to reverse the original captured field of normals the transformation used to decode would have to be the exact inverse of that which was used to encode. Game engines: What they are and how they work Screenshot of a beach from the CryEngine 2, courtesy of Crytek. Many people have heard of famous 3D video games such as Halo, Doom, the Call of Duty series, System Shock, Half-Life, and Unreal. If so, you may have heard other gamers or technical people use the term “game engine” before, but you never understood exactly what it was. I will aim to introduce you to game engines and explain the internals of a 3D game engine as simply as I can.

Asset workflow for Blender models As a coder, I don't have much experience in asset creation workflow. I'm trying to figure out the best way to work effectively with Unity + Blender combo. I don't export to FBX, I prefer to work directly with Blender files, with no intermediate export step. When to triangulate [Archive] Hi there!! Well after a while I found out that some artists and tech artists sometimes do things out of habit without really questioning things. Especially with stuff like triangulation - it's one of these details that can easily create shading errors, but most people seem to not notice because it's 'good enough'. I personally mostly build my ingame meshes based on a loop system for one simple reason : clean loops make selection very easy (select one, and grow/shrink from there) hence it makes both UV and skin weighting much easier and faster. However when it comes to baking, things can get tricky as some apps dont even triangulate the same way before (hidden edges oriented one way) and after the bake (shown edges oriented the opposite way) so to avoid all that I tend to triangulate before the bake and keep the asset that way from that point on.

NormalMap What is a Normal Map? A Normal Map is usually used to fake high-res geometry detail when it's mapped onto a low-res mesh. The pixels of the normal map each store a normal, a vector that describes the surface slope of the original high-res mesh at that point. The red, green, and blue channels of the normal map are used to control the direction of each pixel's normal. Learning Blender -> Unity workflow, creating a simple vehicle. - For Beginners I have started to learn Unity3D and have got to a point where I want to try and import my own 3d models for use in Unity. Being a coder I have little experience with 3D modelling and the workflows involved in general but I thought I would give it a shot with a simple project to learn the work involved. The goal is to 1.

Blender Basics optimising models for export and use in games Previously we learned how Blenders interfaces is divided into working 'zones', how to navigate and move around the interface and then how to make a model and apply UVW maps as we progressed through each section of the tutorial series to make a simple chair. For the next and final section, we'll be looking in to one of the most essential, but least discussed, 'skills' of making 3D content - how to optimise it for use in a game or interactive environment (3D chat, game, virtual world and so on). If you've jumped ahead to this final section of the Blender Basics tutorial then it's assumed you know how to use Blender and where all the buttons and shortcuts are. If you don't it's recommended that you read through the entire tutorial to get to grips with Blender before tackling this part of the process. The Golden rule of optimising ^