Last updated 6/2018
MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
Language: English | Size: 11.98 GB | Duration: 11h 43m
Start modeling, animation with Blender and integrate your character in Unity
What you’ll learn
Discover the basics of polygonal modeling in Blender
Learn how to texture a 3D object in Blender using simple techniques
Acquire rigging and animation basics with dedicated Blender tools
Export your model for the Unity game engine
Requirements
Good basics computer knowledge
Knowledge of Blender and Unity will help you but is not mandatory
Have Blender and Unity installed in your computer
Description
Here is a complete training dedicated to the creation of a character in Blender for the Unity game engine. We will use Blender 2.79, free 3D software and opensource; and Unity, a multiplatform game engine. During this training you will learn all the steps to create a character and an asset in Blender so you can use them in Unity.Discover a complete workflow to create a character ready to be imported for Unity.Apprehend the interface and keyboard shortcuts for better efficiency.Learn polygon modeling, layout and animation basics.Discover the tools of texturing and rigging.The training “Blender 2.79- Character creation for unity ” is intended for all the future users wishing to be familiar with these softwares or the professional wishing to update his knowledge. From freelance graphic designers to companies wishing to evolve towards free tools, Blender and Unity will be indispensable assets for your graphic productions and video games.
Overview
Section 1: Introduction
Lecture 1 Introduction
Section 2: Chapter 1 Character modeling
Lecture 2 1.1-Insert references images
Lecture 3 1.2-Modeling the torso
Lecture 4 1.3-Modeling the arms
Lecture 5 1.4-Modeling the legs
Lecture 6 1.5-Modeling the head
Lecture 7 1.6-Add details
Section 3: Chapter 2 UV Mapping
Lecture 8 2.1-Unwrap the mesh
Lecture 9 2.2-UV map edition
Section 4: Chapitre 3 Baking color map
Lecture 10 3.1-Lighting system creation with Easy HDRI
Lecture 11 3.2-Shaders creation part 1 the armor
Lecture 12 3.3-Shaders creation part 2 the clothes
Lecture 13 3.4-Shaders creation part 3 the skin
Lecture 14 3.5-Shaders creation part 4 the shoes
Lecture 15 3.6-Color map Baking
Section 5: Chapter 4 Add details in texture paint mode
Lecture 16 4.1-Prepare the interface and the model
Lecture 17 4.2-Add details on the arms
Lecture 18 4.3-Add logos and tattoos
Lecture 19 4.4-Add details on shoes
Section 6: Chapter 5 Other maps creation
Lecture 20 5.1-Normal map creation
Lecture 21 5.2-Metallic map creation
Lecture 22 5.3-Specular map creation
Lecture 23 5.4-Roughness map creation
Section 7: Chapter 6 Rigging
Lecture 24 6.1-Armature creation
Lecture 25 6.2-Parenting the armature and deformation tests
Lecture 26 6.3-Constraint creations
Lecture 27 6.4-Renaming the bones and armature customization
Section 8: Chapter 7 Asset Creation : the gun
Lecture 28 7.1-Insert reference image
Lecture 29 7.2-Modeling the low poly
Lecture 30 7.3-Add details on the high poly – the screws
Lecture 31 7.4-Add details on the high poly – Bool tool
Lecture 32 7.5-Add details on the high poly – Bevel the edges
Lecture 33 7.6-Gun Shaders creation
Lecture 34 7.7-Unwrap the lowpoly model
Lecture 35 7.8-Baking the textures
Lecture 36 7.9-Parenting the gun to the character
Section 9: Chapter 8 Animation
Lecture 37 8.1-Walk cycle creation
Lecture 38 8.2-Run cycle creation
Lecture 39 8.3-Jump creation
Lecture 40 8.4-Idle animation creation
Lecture 41 8.5-Shooting animation creation
Lecture 42 8.6-Low walk cycle creation
Lecture 43 8.7-Left and right walk cycle creation
Lecture 44 8.8-Back walk cycle creation
Lecture 45 8.9-Adapting cycles with target
Lecture 46 8.10- Static poses creation
Section 10: Chapter 9 export
Lecture 47 9.1-Export grouped objects in fbx
Lecture 48 9.2-Export separated objects in fbx
Section 11: Chapter 10 Import in Unity
Lecture 49 10.1-Import our character into Unity
Lecture 50 10.2-Shader creation
Any beginner in the field of 3D or video game creation wishing to discover a complete workflow from 3D objects creation until their use in the game engine.
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