Sculpting a Game Asset in Blender
1h 41mIntermediate2016-01-11
Authors

Darrin Lile
Animator, Writer, and 3D Artist
Course details
Blender's sculpting tools are great for modeling, but they also can be used to create fine-detail textures for your 3D models, whether for animations or games. In this course, Darrin Lile demonstrates how to use Blender's Multiresolution modifier and sculpting tools to create texture maps that simulate high-poly sculpt information. He reviews the process of baking these textures out to normal and ambient occlusion texture maps, and then shows how to apply them to your 3D game assets in Unity.
Learning objectives
Modeling a symmetrical object in Blender
UV mapping objects in Blender
Creating high-poly sculpt details
Using the sculpt and mask brushes
Creating fine details
Baking and applying texture maps
Importing and testing texture maps in Unity
Learning objectives
Modeling a symmetrical object in Blender
UV mapping objects in Blender
Creating high-poly sculpt details
Using the sculpt and mask brushes
Creating fine details
Baking and applying texture maps
Importing and testing texture maps in Unity
Skills covered
Blender3D AnimationRenderingMotion Graphics and VFX3D ModelingProjectVisualization and Real-TimeAECProduct and ManufacturingAnimation and Illustration
Concepts
0. Introduction
- 01 - Welcome
- 02 - What you should know
- 03 - Using the exercise files
1. Modeling the Hammer
- 04 - Loading a background image
- 05 - Modeling the hammer head
- 06 - Modeling the handle
- 07 - Modeling the accessories
- 08 - Finishing the hammer
2. UV Mapping the Hammer
- 09 - UV mapping the hammer head
- 10 - UV mapping the handle
- 11 - UV mapping the accessories
- 12 - Finishing the UV map
- 13 - Organizing and testing the UV map
3. Sculpting the Details
- 14 - Creating a high-poly version
- 15 - The Multiresolution modifier
- 16 - The Sculpt Brush
- 17 - The Mask Brush
- 18 - The Anchor tool
- 19 - Creating fine details
4. Baking and Applying the Textures
- 20 - Preparing to bake the texture maps
- 21 - Baking the normal and ambient occlusion (AO) maps
- 22 - Importing and testing in Unity
Conclusion
- 23 - Conclusion and next steps