Rating 3.0 out of 5 (2 ratings in Udemy)
What you'll learn- Learn how to model, texture and present a game ready sword for your portfolio
- Create block out meshes and understand their purpose
- Create low poly models that have great topology and will look great in game
- Build optimized and well thought out high poly models that are rich in details
- Learn the fundamentals of good texture unwrapping and layout for different situations
- Exporting your models so that you can work with them in …
Rating 3.0 out of 5 (2 ratings in Udemy)
What you'll learn- Learn how to model, texture and present a game ready sword for your portfolio
- Create block out meshes and understand their purpose
- Create low poly models that have great topology and will look great in game
- Build optimized and well thought out high poly models that are rich in details
- Learn the fundamentals of good texture unwrapping and layout for different situations
- Exporting your models so that you can work with them in Unreal and other art software
- How to use Blender to bake our model's textures
- Creating realistic textures and materials inside of Quixel
- Exporting our final textures from Quixel so that we can use them in Unreal Engine
- Rendering portfolio screenshots of our models out of Unreal Engine
DescriptionIn this course you'll learn how to make a scifi sword for your video game art portfolio. This course is designed to give you all the skills you need to create portfolio art piece for the game industry. In blender we will model the high poly with booleans, low poly, UV mapping and bake the textures we will need to finish the materials in Quixel, finally we will bring our assets into unreal and set up a presentation of our model. By the end of this course you will have the skills to create beautiful weapons and models for games.
Custom scripts for setting up blender to be easier and more efficient for modeling
White box modeling focusing on scale and silhouette.
High poly modeling and refinement for a good high to low bakes,
Understanding Booleans and how to use them effectively
Bevel material Node for higher quality high poly bake information
Starting with the High Poly as a base for our Low Poly with further optimizing for real time
Using Cages to Bake Normal maps, Color Id maps, and Ambient Occlusion maps all in Blender for texturing in Quixel Mixer
Generating the Cavity map in Xnormal with the Normal map
Authoring Realistic materials in Quixel mixer
Importing into Unreal
Presenting Art assets like a Professional all in Unreal
Includes:
31 video lessons
.blend model files for each section of the tutorial
Final Unreal Project file
Finale Renders
Reference and Concept Images
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