• Wednesday , 3 June 2020

Blender Game Asset Modeling Tutorial (Part 5)

Code Canyon

https://i.ytimg.com/vi/mCxawDuReeg/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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3d Ocean

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5 Comments

  1. Big Tricky
    August 25, 2018 at 03:34

    all that effort for that door, jeez, seemed realy uneccery, i just made the door then added new object for that lock.

  2. Clairvoyant81
    August 25, 2018 at 03:34

    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)?

  3. Dantess26
    August 25, 2018 at 03:34

    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

  4. ㅋㅋㅋㅋㅋ
    August 25, 2018 at 03:34

    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.

  5. Andrew Rahn
    August 25, 2018 at 03:34

    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. 🙂

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