Blender Game Asset Modeling Tutorial (Part 2)


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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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17 responses to “Blender Game Asset Modeling Tutorial (Part 2)”

  1. When trying to Shrink-fatten corners,all bars connected get fatten as well.You say hit Alt and E to extrude,thats not what happens.Even at the bottom of your Blender,its says Shrink-Fatten.Apparently,either you forgot to mentionned a command or version 2.79 have some subtle differences.But the fatten command is exactly the same so what is missing?

  2. Hey! Around 0.45 seconds I had trouble following. I need to not just hit E to extrude, but hit Alt+E to get to the extrude menu and select Region (vertex normal). Otherwise the results I was getting with just E looked more like it was extruding along the middle vertex's normal, not what I want!

  3. Why deleting the bottom part? That will limit the level designer. If this asset will be for a 3d shooter the level designer can't stack the containers with different rotations ๐Ÿ™

    Anyway very good tutorial ๐Ÿ™‚

  4. I am really enjoying this series, even if it takes me a while and many do overs to get it right. ๐Ÿ™‚ I am having trouble with the corners, when I hit E to extrude, it only wants to extrude in one direction, if I hit E and then S to scale, well it definitely starts looking weird. I even did what someone below suggested, E, and alt S, but I still do not get the same effect you do. Any ideas where I am going wrong? I am using 2.78 if that matters.

  5. Okay, I am having some trouble here. At the beginning of the video, you say you extrude the corners you have selected. However, the bottom of your screen gives the parameters for the "Shrink/Fatten" tool, and when I try to use the extrude tool, I do not get near the same results. Are you sure you extruded the corners? If so, how did you get them to all extrude their separate ways cohesively?

  6. Cool video, thanks for sharing your work process!
    Just btw: manually doing the same tasks for every side of the object is a clear sign that you applied the mirror modifier too early!(: Especially because there was no need for it in the first place.

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