CG数据库 >> CGCookie-Modeling Modular Game Assets

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CGCookie – Modeling Modular Game Assets

Info:

This course teaches how to build modular assets for lego-style building of a game level in Blender. It’s focused on both modeling and texturing of low-poly assets for exporting to Unity.

WHAT YOU’LL LEARN

Everything about asset creation for games is accomplished with resource efficiency in mind. This means using fewer polygons for models, overlapping UVs where able, and getting the most bang-for-our-buck out of our textures.

Modeling for modularity: These assets are sci-fi in genre and hard-surface in shape. Therefore the modeling approach is polygon modeling.

Efficient UV layout: To keep our assets as resource efficient as possible, we’re going to combine all our models’ UVs into one texture space. Also we’ll overlap UVs where possible to accomplish texture symmetry, as well as overlap UV’s of duplicate pieces of geometry so they all share the same texture info.

Texture Painting: Our textures are generated using an “evolutionary” approach where portions of maps are painted or baked with Blender and then layered together in Photoshop to create final versions. We will also be painting textures to take advantage of Unity’s PBR shading system.

Exporting & Importing: Portalethium is going to be built with Unity, so I’ll show you how to export our assets from Blender and import into Unity. I’ll also cover the workflow of updating our assets between the programs as we progress through the creation process.

CGCookie — — 建模模块化游戏资产

信息︰

本课程教授如何构建模块化资产为游戏水平的搅拌器乐高风格建筑。重点是建模和贴图的低聚资产向统一出口。

你将学到什么

一切关于游戏创造资产被通过资源效益就是生命。这意味着使用较少的多边形模型、重叠乌布苏凡能,并得到最爆炸-的-我们-巴克从我们的纹理。

模块化的建模︰ 这些资产都是科幻小说的体裁和硬表面形状。因此建模方法是多边形建模。

有效的 UV 布局︰ 为了保持我们的资产作为资源尽可能高效,我们要将我们所有的车型 UVs 合并到一个纹理空间。此外我们会重叠 UVs 尽可能完成纹理对称性以及重叠 UV 重复件的几何形状,所以它们都共享相同的纹理信息。

纹理绘画︰ 使用"循序渐进"画或焗搅拌机,然后分层一起在 Photoshop 创建最终版本的地图部分生成我们的纹理。我们还将采取统一的 PBR 遮阳系统优势的纹理。

导出与导入︰ Portalethium 要建立与统一,所以我会向您展示如何从搅拌机和导入到统一出口我们的资产。我也会更新我们的程序之间的资产,我们通过创建过程进展情况的工作流。