https://i.ytimg.com/vi/rEIUmsmqYmo/hqdefault.jpg
Welcome to another tutorial series. I’m working on an indie game and I wanted to share my progress and explain the tools and techniques I use at the same time. This week, I’ll go over how to use Blender to do low resolution hard surface game asset modeling and UV unwrapping.
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11 responses to “Blender Game Asset Modeling Tutorial (Part 6)”
2:22 Not wanting to duplicate them yet due to easier UV unwrapping, eh? Why not just use array and then mirror modifiers, since they copy paste UVs anyway?
Why does it always have to be that complicated:c
Thanks for the great tutorial series!
Amazing tutorial you deserve way more views
This tutorial is so informative. I learn new and cool techniques from each of these videos.
Thanks for the videos, but you should look into using screencast keys
I am trying to replicate what you did at 6:00
Did you scale this small part? Because when I try to scale it the bigger part part of the cylinder is sticking to the edges.
The transform, scale, etc doesn't work properly when working the rotated bar, even in local Z mode. What am I doing wrong?
thanks, great
Very helpful videos great job
Great videos keep it up!!