NEW. Weapon modeling for AAA games in Blender .
NEW. Weapon modeling for AAA games in Blender ., available at $49.99, has an average rating of 4.9, with 98 lectures, based on 10 reviews, and has 144 subscribers.
You will learn about Blender interface and tools Modeling techniques (hardsurface, subdivision) Weapon creation pipeline UV unwraping process with UDIMS Highpoly creation with modifiers Export/Import Substance painter interface and tools Texturing workflows Rendering prosess Post processing in Luminar neo(optional) This course is ideal for individuals who are For beginners and blender enthusiasts or 3d artists and future 3d artists It is particularly useful for For beginners and blender enthusiasts or 3d artists and future 3d artists.
Enroll now: NEW. Weapon modeling for AAA games in Blender .
Summary
Title: NEW. Weapon modeling for AAA games in Blender .
Price: $49.99
Average Rating: 4.9
Number of Lectures: 98
Number of Published Lectures: 98
Number of Curriculum Items: 98
Number of Published Curriculum Objects: 98
Original Price: $79.99
Quality Status: approved
Status: Live
What You Will Learn
- Blender interface and tools
- Modeling techniques (hardsurface, subdivision)
- Weapon creation pipeline
- UV unwraping process with UDIMS
- Highpoly creation with modifiers
- Export/Import
- Substance painter interface and tools
- Texturing workflows
- Rendering prosess
- Post processing in Luminar neo(optional)
Who Should Attend
- For beginners and blender enthusiasts
- 3d artists and future 3d artists
Target Audiences
- For beginners and blender enthusiasts
- 3d artists and future 3d artists
You will learn to work in the coolest and rapidly evolving 3D package, which in my opinion is Blender.
You will master the use of Substance Painter, which is currently the most in-demand software in the market for texturing game models.
You will build and texture a AK-47 model that can be integrated into any game engine and game.
This course is the largest course I have ever done. It took more than three months to develop. My goal was simple: to teach Blender and Substance Painter from scratch and to bring students to a level that meets all the standards of the modern gaming industry.
We will start by dissecting the Blender program and learn from scratch:
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the program interface
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navigation in the viewport
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Blender settings
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tools (all of them)
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working with modifiers
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downloading and learning to use many useful addons
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and everything else necessary for a quick start in the program.
Next, we will set up reference images and start modeling our objects. During the modeling process, I will explain all the necessary nuances so that, based on this model, you will be able to independently build and assemble any other model after completing this course. You will be provided with a collage of reference images for work. I will also show you how to work with a small program for reference images (Pureref).
Primarily, we will use Hard Surface modeling techniques to create objects, but also, for general development, we will build a couple of objects using subdivision.
After the modeling stage, we will move on to the UV unwrapping stage and learn to use Udims (multiple UV squares for one object). I will try to acquaint you with all the intricacies of this process.
Then we will create the high-poly version of our object for further baking deformation maps in Substance Painter. We will create high-poly in Blender, through modifiers, and, in a couple of moments, sculpting. At the moment, I believe this is the simplest and most convenient way to create high-polygon models.
After that, we will export our models in OBJ format and import them into Substance Painter to bake deformation maps and texture them. And we will start our work stage in Substance Painter.
First, I will teach you how to work in the program. Again, this includes:
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navigation
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baking deformation maps
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interface
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layer system
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settings
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tools
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masks
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grunge and generators
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filters and everything you need for free work in Substance Painter.
After that, we will create material after material and texture our model using many diverse and cool texturing techniques and reference images. After the course, you will be familiar with the overwhelming majority of techniques that I know myself. Including:
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Creating various textures
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Point placement of scratches or any other defects through overlay modes
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Embedding hard surface details in the normal map (decals) and much more.
After the texturing stage, we will export our texture sets and import them into the Blender file, properly load them, and fix any problems that arise.
Next, we will set up the scene for rendering. The rendering stage will include:
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Creating composition and backdrop
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Setting up and adjusting the camera
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Setting up and adjusting lighting
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Render settings
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Rendering multiple compositions (you can see them in the promo video for the course)
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Flyover of our gun with the camera (also seen in the promo)
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Compositing in the third-party program Luminar neo (Optional step, you can skip it).
In the end, you will be able to work in 2 programs (actually in 4 if you count Pureref and Luminar neo), learn to build, texture, and render complex and modern models, and take a giant step towards working on game creation.
Course Curriculum
Chapter 1: Blender intro
Lecture 1: Addons and Pureref
Lecture 2: Viewport navigation
Lecture 3: Settings
Lecture 4: Windows control
Lecture 5: Orthogonal views
Lecture 6: Tools
Lecture 7: Object creation
Lecture 8: Tool shortcuts
Lecture 9: 3d cursor and origin
Lecture 10: Global and local coordinates
Lecture 11: Shading pie menu
Lecture 12: Components selection
Lecture 13: Shading
Lecture 14: Component tools
Lecture 15: Transform centers
Lecture 16: Snapping
Lecture 17: Join and merge
Lecture 18: Cleanup
Chapter 2: AK-47 modeling
Lecture 1: Reference install
Lecture 2: Stock
Lecture 3: Stock 2
Lecture 4: Stock metall details
Lecture 5: Cleanup
Lecture 6: Magazine
Lecture 7: Magazine 2
Lecture 8: Lower reciever
Lecture 9: Plastic grip
Lecture 10: Metal around trigger
Lecture 11: Metal around trigger 2
Lecture 12: trigger
Lecture 13: Fire switch
Lecture 14: Upper reciever
Lecture 15: Upper reciever 2
Lecture 16: Upper reciever 3
Lecture 17: Laddercube
Lecture 18: Shutter
Lecture 19: Sightbox
Lecture 20: Sightbox 2
Lecture 21: Sightbox 3
Lecture 22: Ironsight
Lecture 23: Switch
Lecture 24: Handguard bottom
Lecture 25: Handguard top
Lecture 26: Metal caps
Lecture 27: Barrel
Lecture 28: Barrel 2
Lecture 29: Barrel 3
Lecture 30: Barrel 4
Lecture 31: Ironsight on barrel
Lecture 32: Shompol
Lecture 33: Muzzle break
Lecture 34: Renaming panel
Chapter 3: UVs
Lecture 1: UV basics
Lecture 2: Checkpoint
Lecture 3: UV 1
Lecture 4: UV 2
Lecture 5: UV 3
Lecture 6: UV 4
Lecture 7: UV 5
Chapter 4: Highpoly creation
Lecture 1: Highpoly
Lecture 2: Highpoly 2
Lecture 3: Highpoly 3
Lecture 4: Highpoly 4
Lecture 5: Highpoly 5
Lecture 6: Highpoly 6
Lecture 7: Applying modifiers
Chapter 5: Floaters
Lecture 1: Floaters
Lecture 2: Floaters 2
Lecture 3: Export
Chapter 6: Substance painter intro
Lecture 1: Project settings
Lecture 2: Navigation
Lecture 3: Interface overview
Lecture 4: Baking menu
Lecture 5: New baker
Lecture 6: Layers
Lecture 7: Tools
Lecture 8: Tools 2
Lecture 9: Brushes
Lecture 10: Masks
Lecture 11: Smartmasks
Chapter 7: AK texturing
Lecture 1: Bake
Lecture 2: Grip
Lecture 3: Stock
Lecture 4: Metal with bumps
Lecture 5: Base metal
Lecture 6: Base metal 2
Lecture 7: Shutter
Lecture 8: Digits
Lecture 9: Mag
Lecture 10: Barrel
Lecture 11: Export , Decals and Anchor poins
Chapter 8: Render
Lecture 1: Bullet modeling
Instructors
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Илья Хлынин
Преподаватель по 3д моделированию
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 0 votes
- 3 stars: 0 votes
- 4 stars: 2 votes
- 5 stars: 8 votes
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