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New. Weapon Modeling For AAA Games In Blender - Panter - 29.04.2024 New. Weapon Modeling For Aaa Games In Blender Published 4/2024 MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz Language: English | Size: 22.46 GB | Duration: 24h 29m We are going to model AK-47 from our first primitive to complex model for AAA games using Blender and Substance painter. What you'll 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) Requirements No requirements , we will learn everything in process Description 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:the program interfacenavigation in the viewportBlender settingstools (all of them)working with modifiersdownloading and learning to use many useful addonsand 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:navigationbaking deformation mapsinterfacelayer systemsettingstoolsmasksgrunge and generatorsfilters 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:Creating various texturesPoint placement of scratches or any other defects through overlay modesEmbedding 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:Creating composition and backdropSetting up and adjusting the cameraSetting up and adjusting lightingRender settingsRendering multiple compositions (you can see them in the promo video for the course)Flyover of our gun with the camera (also seen in the promo)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. Overview Section 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 Section 2: AK-47 modeling Lecture 19 Reference install Lecture 20 Stock Lecture 21 Stock 2 Lecture 22 Stock metall details Lecture 23 Cleanup Lecture 24 Magazine Lecture 25 Magazine 2 Lecture 26 Lower reciever Lecture 27 Plastic grip Lecture 28 Metal around trigger Lecture 29 Metal around trigger 2 Lecture 30 trigger Lecture 31 Fire switch Lecture 32 Upper reciever Lecture 33 Upper reciever 2 Lecture 34 Upper reciever 3 Lecture 35 Laddercube Lecture 36 Shutter Lecture 37 Sightbox Lecture 38 Sightbox 2 Lecture 39 Sightbox 3 Lecture 40 Ironsight Lecture 41 Switch Lecture 42 Handguard bottom Lecture 43 Handguard top Lecture 44 Metal caps Lecture 45 Barrel Lecture 46 Barrel 2 Lecture 47 Barrel 3 Lecture 48 Barrel 4 Lecture 49 Ironsight on barrel Lecture 50 Shompol Lecture 51 Muzzle break Lecture 52 Renaming panel Section 3: UVs Lecture 53 UV basics Lecture 54 Checkpoint Lecture 55 UV 1 Lecture 56 UV 2 Lecture 57 UV 3 Lecture 58 UV 4 Lecture 59 UV 5 Section 4: Highpoly creation Lecture 60 Highpoly Lecture 61 Highpoly 2 Lecture 62 Highpoly 3 Lecture 63 Highpoly 4 Lecture 64 Highpoly 5 Lecture 65 Highpoly 6 Lecture 66 Applying modifiers Section 5: Floaters Lecture 67 Floaters Lecture 68 Floaters 2 Lecture 69 Export Section 6: Substance painter intro Lecture 70 Project settings Lecture 71 Navigation Lecture 72 Interface overview Lecture 73 Baking menu Lecture 74 New baker Lecture 75 Layers Lecture 76 Tools Lecture 77 Tools 2 Lecture 78 Brushes Lecture 79 Masks Lecture 80 Smartmasks Section 7: AK texturing Lecture 81 Bake Lecture 82 Grip Lecture 83 Stock Lecture 84 Metal with bumps Lecture 85 Base metal Lecture 86 Base metal 2 Lecture 87 Shutter Lecture 88 Digits Lecture 89 Mag Lecture 90 Barrel Lecture 91 Export , Decals and Anchor poins Section 8: Render Lecture 92 Bullet modeling Lecture 93 Backdrop Lecture 94 Light setup Lecture 95 Composition 2 Lecture 96 Composition 3 and 4 Lecture 97 Luminar Lecture 98 Final video For beginners and blender enthusiasts,3d artists and future 3d artists |