In the 4th and final part of this step-by-step game asset series we’ll be using Substance Painter to texture our combat knife. You can download the project files below including the final blend and substance files. Download the Project Files Final Knife Files And check out the other parts of the series here: Part 1 – High Poly Modeling in Blender Part 2 – Low Poly and UV Unwrapping in Blender Part 3 – Baking Normal Maps in Blender This tutorial starts off with exporting meshes from Blender to use in Substance Painter. Then we’ll import the meshes into Substance and bake texture maps including automatically explode baking normal maps. […]
In the third part of this step-by-step game modeling series I’ll show you how to bake a normal map for the knife using Blender. Whether you want to use this knife inside Blender or export it for a game engine like Unity or Unreal, I’ll show you how to make sure your model and its normal map look right in all other software. Check out the other parts of this series below: Part 1 – High Poly Modeling in Blender Part 2 – Low Poly and UV Unwrapping in Blender Part 4 – Texturing in Substance Painter I’ll also be showing you the steps for baking the normal map in […]
In the second part of this step-by-step game modeling series I’ll walk you through taking our low poly knife model and UV unwrapping it in Blender. You’ll learn how to specify how objects are unwrapped by manually adding seams to edges, how to modify and work with UVs, and how to look for UV stretching to make sure your textures will be applied without distortion. Part 1 – High Poly Modeling in Blender Part 3 – Baking Normal Maps in Blender Part 4 – Texturing in Substance Painter This game development series is beginner friendly but you should have some basic knowledge of Blender before watching. Download the final blend […]
In this step-by-step tutorial series I’ll take you through the entire process of modeling and texturing a combat knife game asset in Blender. In the first part of this series we’ll be creating the high poly model of the knife that we’ll later use for baking normal maps onto a low poly game-ready model. Watch the other parts of this series below: Part 2 – Low Poly and UV Unwrapping in Blender Part 3 – Baking Normal Maps in Blender Part 4 – Texturing in Substance Painter This game development series is beginner friendly but you should have some basic knowledge of Blender before watching. This tutorial will teach you […]
Aidy Burrows here taking a look at the new EEVEE real-time viewport being developed for Blender 2.8 After this you’ll know… What EEVEE stands for 😀 All about reflection probes Post processing options such as bent normal AO, DOF & Volumetrics Why your normal maps may not be looking right and what to do about it How to enable transparency Quick Tips : Procedural Texturing How to disable the world background in the viewport Even Cycles Tips! – Convexity with Pointiness & Lamps that project textures. How to keep up to date with the latest developments And as always a sense of completion for reading all the way this far down […]
Realtime PBR in Blender, how to get it, how to set it up and more! After this PBR video you’ll know about an amazing great indie game project using Blender & Unreal Engine 4, Swarm : Manchester 🙂 , several realtime PBR solutions for Blender that emulate the Unreal Engine 4 look and material inputs, PBR sometimes stands for Professional Bull Riders, and more.