How to Create Modular Game Assets in Blender

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Intro Video - How to Create Modular Game Assets in Blender

with ndimensional|4 years experience

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How to Create Modular Game Assets in Blender

  • English
  • Game Development
  • GameDevGameDev
  • (1340)
  • Project length: 8h 58m

In this tutorial, we will be covering how to create game-ready assets using modularity. Modularity is about creating bigger environments with smaller, interchangeable pieces that snap seamlessly into place. This is extremely useful for level designers because not only does it allow them to quickly create environments, it also assists them to iterate on their design. Furthermore, it works well with procedurally generated level techniques.

Overview

Introduction

This tutorial will cover all the overarching concepts needed to make any modular game-ready environment. While this tutorial will not cover 3D modeling in-depth, you will be guided through the game asset creation pipeline, from block-out to cleanup and UV's and texturing. This course will also demonstrate some helpful modeling techniques and tricks that you can apply to your work when working on similar projects. By the end of this project, you should be able to make not only the demonstrated sci-fi hallway environment components, but also adopt lessons learned to any other theme. It will also cover how to bring your assets into Unity, and build your level in a practical way.

Requirements

  • Blender 2.7x or higher
  • Unity
  • Some 3D Modeling Experience
  • Photoshop, Krita, or some similar 2D art program that works with layers and can bake normal maps

And most importantly, a passion for game design

Who is this for?

  • 3D modelers who are curious about creating game-ready assets
  • Indie developers
  • Students who are working on final graduation projects

Project Outline

Session 1: Environment Set-up

  • Installing Unity
  • Installing Blender
  • Configuring Blender

Session 2: Working on the Grid

  • Using 1:1 ratio for engine export
  • Object dimensions and grid sizes
  • Snapping and origin points

Session 3: First Blockout

  • Blocking in walls, floor, and ceiling profiles (large details)
  • Reuse of contours, slicing, and beveling
  • Version control practices moved to session 4

Session 4: Detail pass

  • Section 4.1: Version Control (Quick Tip), First Chunk: Adding Pipes, Walkway/Grating Methods, and Inset Medium Details
  • Section 4.2: Adding more detail to other chunks, Bending Pipes
  • Section 4.3: Adding Windows, Adding Cables using Bezier Curves, increasing pipe detail

And we'll also cover the following:

  • Adding medium and small shapes to the environment
  • Shape balance, random variation, and aesthetic appeal
  • Iterative design

Session 5: Cleanup

  • Model cleanup tips
  • Converting to tris, reducing polycount

Session 6: Unwrapping

  • Section 6.1: Using Texture Atlas, Unwrapping Doors, Doorframe, 2x4 Chunk
  • Section 6.2: How to use a grid preview texture to check for stretching and texel density, Manually Unwrapping Remaining Modular Pieces, Pipes
  • Section 6.3: Unwrapping wires and panels, Methods for creating vents, Prioritizing island sizes, Autopacking islands (This is optional: trading speed at cost of overlapped islands and less efficient UV space)

Session 7: Painting

  • Section 7 Intro: Section 7 Intro: Where to find textures, How to make your own Sci-fi Panels using source images, Naming Objects for Organization, Downloading blender 2.8, Brief intro to texturing in 2.8
  • Section 7.1: Painting Alpha masks, Bump Maps, and Emission Maps!
  • Section 7.2: Adding more normal detail, Stenciling Displays & Patterns, Painting Pipes

Session 8: How to import your assets into Unity

  • Export/Import process & tips
  • Vertex snapping in Unity

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