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Autor Tópico: Game asset creation: highpoly to lowpoly workflow  (Lida 179 vezes)

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Offline mitsumi

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Game asset creation: highpoly to lowpoly workflow
« em: 22 de Novembro de 2020, 10:15 »

Game asset creation: highpoly to lowpoly workflow
Duration: 2h21m | .MP4 1280x720, 30 fps(r) | AAC, 44100 Hz, 2ch | 1.35 GB
Genre: eLearning | Language: English
Highpoly & lowpoly game asset creation workflow using Blender and Substance Painter

What you'll learn
Understand the lowpoly and highpoly workflow
How to UVunwrap a mesh to avoid baking errors
Preparing and exporting a mesh in Blender for perfect bakes in Substance Painter
Creating lowpoly and highpoly meshes in Blender 2.8
Assigning different materials to different parts of same mesh in Blender 2.8
How to bake perfect normal map in Substance Painter
Creating layer based procedural materials in Substance Painter

Requirements
Familiarity with 3D in general and a passion for becoming a 3d game artist
There are lessons discussing basics of Blender and Substance painter, hence no prior experience with these applications is necessary

Description
Despite powerful computers and advanced game engines, polygon count of game mesh has an important bearing on the performance of any game and lower the polygon count, better the game performance. Hence game artists with skills like highpoly and lowpoly modeling and baking mesh maps have been in great demand.

This course will help you learn the core concepts behind highpoly and lowpoly game asset workflow using Blender 2.8 and Substance Painter. Together, we'll learn the lowpoly & highpoly game assets creation workflow using Blender and Substance Painter

In Blender 2.8, we'll:

Learn about the blender's user interface and learn commonly used keyboard shortcuts to speed up our workflow

Model low poly game asset using different modeling techniques i.e. inset, extrude, bevel

Model highpoly game mesh and use modifiers to add subdivisions and bevel

Uv-unwrap low poly game mesh and discuss key points in the context of baking normal map

Prepare high & lowpoly meshes before exporting to Substance Painter for baking maps

In Substance Painter we will:

Go over its user interface

Bake mesh maps such as a normal map, AO, roughness etc..

Texture our game asset by building layered effects such as roughness, dirt/dust and surface damage

Texture game asset using a layered approach and a procedural non-destructive workflow

By the end of this course, you'll have skills for game asset creation using lowpoly & highpoly workflow.

You'll be equipped to create game assets using Blender and bake mesh maps and texture them using Substance Painter.

The course is targeted at beginners but artists of all levels interested in revisiting the concepts of lowpoly & highpoly workflow will benefit equally.

Who this course is for:
The course is intended for those interested in learning lowpoly and highpoly game asset workflow
Those who want to learn how to bake perfect normal maps and avoid baking errors

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