You will learn to work in the coolest and rapidly evolving 3D package, which in my opinion is Blender. You will master the use of Substance Painter, which is currently the most in-demand software in the market for texturing game models. You will build and texture a AK-47 model that can be integrated into any game engine and game. This course is the largest course I have ever done. It took more than three months to develop. My goal was simple: to teach Blender and Substance Painter from scratch and to bring students to a level that meets all the standards of the modern gaming industry. We will start by dissecting the Blender program and learn from scratch: the program interface navigation in the viewport Blender settings tools (all of them) working with modifiers downloading and learning to use many useful addons and everything else necessary for a quick start in the program. Next, we will set up reference images and start modeling our objects. During the modeling process, I will explain all the necessary nuances so that, based on this model, you will be able to independently build and assemble any other model after completing this course. You will be provided with a collage of reference images for work. I will also show you how to work with a small program for reference images (Pureref). Primarily, we will use Hard Surface modeling techniques to create objects, but also, for general development, we will build a couple of objects using subdivision. After the modeling stage, we will move on to the UV unwrapping stage and learn to use Udims (multiple UV squares for one object). I will try to acquaint you with all the intricacies of this process. Then we will create the high-poly version of our object for further baking deformation maps in Substance Painter. We will create high-poly in Blender, through modifiers, and, in a couple of moments, sculpting. At the moment, I believe this is the simplest and most convenient way to create high-polygon models. After that, we will export our models in OBJ format and import them into Substance Painter to bake deformation maps and texture them. And we will start our work stage in Substance Painter.
NEW_Weapon_modeling_for_AAA_games_in_Blender.part02.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part03.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part04.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part05.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part06.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part07.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part08.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part09.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part10.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part11.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part12.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part13.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part14.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part15.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part16.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part17.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part18.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part19.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part20.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part21.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part22.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part23.rar
NEW_Weapon_modeling_for_AAA_games_in_Blender.part24.rar
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