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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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5 responses to “Blender Game Asset Modeling Tutorial (Part 5)”
all that effort for that door, jeez, seemed realy uneccery, i just made the door then added new object for that lock.
Really helpful tutorial series so far.
I have a question, though: Around 6:25, you're satisfied with the cleanup of the door mesh. I was wondering if there's a reason why you're not removing those horizontal edges between the "insets". If I'm not mistaken, those two horizontal edges could be removed completely, further reducing the tri count. Is there a specific reason you don't do that or was it just for tutorial purposes (i.e. keeping the cleanup a bit shorter)?
Do you cover making normal maps for a low poly version in this video series? Great videos by the way, I'd like to see more like this
How did you makes these the same height? Did I miss something or did you cut that off as well? Very nice videos btw. Thanks a lot.
You have some really great tips and tricks that are very helpful to new blender users (such as myself) . Love the vids and keep up the great work. 🙂