Designing game characters for 2D & 3D with Blender & Godot
Designing game characters for 2D & 3D with Blender & Godot, available at $44.99, with 88 lectures, and has 44 subscribers.
You will learn about Designing 3D characters with Blender Create a cel shading effect Render images to be used as animated sprite Export model as glTF Use shader editor to create cel shading effect Use the action editor to create non linear animations This course is ideal for individuals who are Designers and Game developers that want to create their how 2D and 3D resources with Blender It is particularly useful for Designers and Game developers that want to create their how 2D and 3D resources with Blender.
Enroll now: Designing game characters for 2D & 3D with Blender & Godot
Summary
Title: Designing game characters for 2D & 3D with Blender & Godot
Price: $44.99
Number of Lectures: 88
Number of Published Lectures: 88
Number of Curriculum Items: 88
Number of Published Curriculum Objects: 88
Original Price: $59.99
Quality Status: approved
Status: Live
What You Will Learn
- Designing 3D characters with Blender
- Create a cel shading effect
- Render images to be used as animated sprite
- Export model as glTF
- Use shader editor to create cel shading effect
- Use the action editor to create non linear animations
Who Should Attend
- Designers and Game developers that want to create their how 2D and 3D resources with Blender
Target Audiences
- Designers and Game developers that want to create their how 2D and 3D resources with Blender
Hello and welcome.
If you are a game designer or developer who is interested in creating your own animated sprites for 2D games or models for 3D games, this course is for you.
This course focuses on the creation of 3D models with their own animations that you can use in both 2D and 3D environments.
For this, we will use Blender as a 3D editor and Godot as a game engine where we will test the resources.
In Blender, we will create two models. Both models will have a cel shading effect that will make them look like a 2D image.
Both models will have an animation that will be rendered to be used as sprites. In addition, we will export the 3D model so that it can be used in external applications.
In GODOT, we will import the resources we have created and configure them in a 2D and 3D environment.
In this course you will learn:
-
Designing 3D characters with Blender
-
Create a cel shading effect
-
Render images to be used as animated sprite
-
Export model as glTF
-
Use shader editor to create cel shading effect
-
Use the action editor to create non linear animations
This course may be attractive to you because it can help you to create some basic character models that can be used in a 2D or 3D video game that you can then customize in more detail in your personal projects.
In addition, you will have access to the content created during the course.
I hope you find the content useful and that you can apply it to your personal projects.
Have fun and happy learning.
Course Curriculum
Chapter 1: Introduction
Lecture 1: Introduction
Chapter 2: Creating the head
Lecture 1: Creating the base. Pt 1.
Lecture 2: Creating the base. Pt 2.
Lecture 3: Creating the eyes.
Lecture 4: Creating the mouth.
Lecture 5: Adjusting the base. Pt 1.
Lecture 6: Using seams.
Lecture 7: Assigning the materials.
Lecture 8: Adjusting the base. Pt 2.
Lecture 9: Adjusting the base. Pt 3.
Lecture 10: Using Smooth Vertices.
Lecture 11: Adjusting the base. Pt 4.
Lecture 12: Creating the hair area.
Lecture 13: Adjusting the hair.
Lecture 14: Creating the long hair. Pt 1.
Lecture 15: Creating the long hair. Pt 2.
Lecture 16: Adjusting the long hair. Pt 1.
Lecture 17: Adjusting the long hair. Pt 2.
Lecture 18: Black outline preview.
Chapter 3: Creating the body
Lecture 1: Creating the neck. Pt 1.
Lecture 2: Creating the neck. Pt 2.
Lecture 3: Separating the neck. Pt 1.
Lecture 4: Separating the neck. Pt 2.
Lecture 5: Creating the torso.
Lecture 6: Creating the extremities
Lecture 7: Adjusting the body. Pt 1.
Lecture 8: Adjusting the body. Pt 2.
Lecture 9: Creating the hands and feet.
Lecture 10: Creating the skirt.
Lecture 11: Assigning the materials.
Lecture 12: Create the knees and elbows.
Lecture 13: Creating the second model.
Lecture 14: Adjusting the second model. Pt 1.
Lecture 15: Adjusting the second model. Pt 2.
Lecture 16: Black outline preview.
Chapter 4: Joining head and body
Lecture 1: Adjusting the folding areas. Pt 1.
Lecture 2: Adjusting the folding areas. Pt 2.
Lecture 3: Creating a second head.
Lecture 4: Preparing the neck area.
Lecture 5: Joining the body with the head.
Lecture 6: Applying changes in the second model.
Chapter 5: Rigging. Pt 1
Lecture 1: Adjusting the mouth.
Lecture 2: Adjusting the origin.
Lecture 3: Creating the armature. Pt 1.
Lecture 4: Creating the armature. Pt 2.
Lecture 5: Joining the model with the armature.
Lecture 6: Adding Inverse kinematic.
Lecture 7: Adjusting weights in edit mode. Pt 1.
Lecture 8: Adjusting weights in edit mode. Pt 2.
Lecture 9: Adding poles to inverse kinematics.
Chapter 6: Rigging. Pt 2.
Lecture 1: Creating the armature.
Lecture 2: Adding Inverse kinematic.
Chapter 7: Mouth details
Lecture 1: Fixing the mouth. Pt 1.
Lecture 2: Fixing the mouth. Pt 2.
Chapter 8: Cel shading. Pt 1
Lecture 1: Adding the nodes.
Lecture 2: Adding the color and tones.
Lecture 3: Copying nodes into another material.
Lecture 4: Adjusting the materials.
Lecture 5: Black outline.
Chapter 9: Cel shading. Pt 2.
Lecture 1: Adjusting the second model.
Chapter 10: Creating the animation
Lecture 1: TPose.
Lecture 2: Idle.
Lecture 3: Run. Pt 1.
Lecture 4: Run. Pt 2.
Lecture 5: Run. Pt 3.
Lecture 6: Working with the second model.
Chapter 11: Rendering the animation. Pt 1.
Lecture 1: Adding the camera.
Lecture 2: Adding environment texture.
Lecture 3: Orthographic camera.
Lecture 4: Transparent background.
Lecture 5: Rendering the animation.
Lecture 6: Result in a image viewer.
Chapter 12: Testing in Godot. Pt 1.
Lecture 1: Importing the images
Chapter 13: Rendering the animation. Pt 2.
Lecture 1: Working with the second model.
Lecture 2: Result in a image viewer.
Chapter 14: Testing in Godot. Pt 2.
Lecture 1: Importing the images.
Lecture 2: Ideas for more uses.
Chapter 15: Exporting the model as glTF. Pt 1.
Lecture 1: Reconnecting the original material nodes.
Lecture 2: Exporting.
Chapter 16: Importing the model into Godot
Lecture 1: Vertices errors.
Chapter 17: Fixing the weights
Lecture 1: Weight paint.
Lecture 2: Export.
Chapter 18: Working with the fixed model
Instructors
-
Oscar Villarreal
Software developer
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