Skip to content

CompleteBlenderCreator/07.Game.Asset.Pack-Original

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

65 Commits
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Complete Blender Creator - Section 7 - Game Asset Pack

This is the Complete Blender Creator course - one of the bestselling and highest rated Blender courses on Udemy! Continually updated in response to student suggestions, you will benefit from the fact we have already taught over 360,336 students game development and design, many shipping commercial games as a result.

You're welcome to download, fork or do whatever else legal with all the files! The real value is in our huge, high-quality online tutorials that accompany this repo. You can check out the course here: Complete Blender Creator

In This Section

1 Section 7 Introduction

  • You are going to make several models.
  • We’ll be making both high poly and low poly versions of these assets.
  • We will emphasise how critical naming is when working with a larger project like this.
  • You will be able to create your own mapping, with these we can make the illusion of detail.
  • We’ll be constantly checking our model externally
  • This will be focused mainly on an interior environment.

4 Section Specification

  • Create assets to be exported straight into an external program, like a game engine.
  • Creating our own textures, and other maps from high detail models and apply them to a low poly version.
  • Focused on modelling the interior of the Gothic Church.
  • You can use this technique within Blender itself too for optimisation.
  • I am going to be testing my model externally as I go so you can appreciate the impact externally.
  • We’ll be looking at Level Of Detail, in detail.
  • I will be keeping my scene simple, primarily for teaching purposes!
  • I encourage you to add more detail, experiment and have fun. Wouldn’t the scene look much more interesting with a chess set in it…

5 Planning Your Project

6 Version Control 2

An Overview of Source Control

  • The what and why of Version Control Systems
  • Choosing your Version Control System (VCS)
  • What files to include / exclude
  • Commit = save a local snapshot
  • Reset = roll-back to a previous state
  • Branch, Push and Large File Support later.

A Look At Git Kracken

(New Video 11/2/2018)

7 File Structure & Naming

  • Understand that there is NO one way of setting up your filing system.
  • Have a personal style of filing, if you don’t like mine, use yours.
  • Talk with your ‘team’ you will form guidelines from your own needs.

Some Rigidity

  • In a Team environment you will have guidelines or discuss with colleagues.
  • Some other software might expect certain things to be stored and named in a certain way.

Naming

  • In a Team / larger project it is critical that you can find assets, materials, textures.
  • Naming files well will help you and others.
  • There are some naming conventions that we will use in this section.

In Blender Organisation.

  • We are going to be making a much more complex scene than any previously made.
  • Organise it as you go, not afterwards!
  • Use description names, cube, cube.001 etc is not helpful to anyone!

8 Level Of Detail (LOD)

  • Focus on representations of the right size and shape, but JUST Block work models.
  • This allows quick iteration of your models.
  • Remember higher detail often requires more processing time too!

LOD Numbers and Letters

  • LOD 0 often refers to the highest detail model sometimes called the base model.
  • To avoid confusion, we are going to use Letters!
  • A represents the lowest polygon model, with B,C,D etc increasing in detail.

Watch Your Time / LOD

  • LOD and time taken at usually directly proportional to one another.
  • When fleshing out a scene and prototyping you probably want quiet a few assets.
  • You can test models and your scene quickly.

LOD vs. Time Taken Example

“LOD”

A - B - C - D

Polygons*

200 - 2,000 - 20,000 - 200,000

Time Taken

30mins - 2 hours - 1 day - 1 Week+

*Every polygon counts!

Time includes other artwork too

9 Building Blocks

Simple Shapes

  • RH Triangle whose sides are 1,1,sqrt(2).
  • Square 1x1 and other Integer Rectangles.
  • Isosceles whose base is 1 and sides are 2.
  • Equilateral Triangles of side length 1.
  • These will all fit together well and consistently

Disadvantages?

  • NONE… at this stage.
  • Later it can feel restrictive.
  • That is where you want to be customising and adding detail, not in the early stages

Formulae In The Fields

  • You can type formulae into Blender’s fields.
  • We can use this to solve otherwise complicated measurements.

(Updated 12/02/2018)

10 Setting Up Our Repo & Committing

  • Setup Up Our Repository.
  • Register SourceTree.
  • Learn how to exclude data from our repository.
  • Stage our files.
  • Make our first commit.

How Many Repositories?

  • You could use a repo per model that you create, this would give you the best level of control.
  • You could track your whole project in a repo.
  • It will depend on the complexity of your project and how much control you NEED.

Excluding Data

  • Allow faster commits at a smaller size and keeps the database simple and manageable.
  • Avoid storing derived / generated data in the repository.
  • Example here: will be our reference material.

Committing

  • You’ll need to save all the documents that constitute that commit first.
  • Just like saving your working folder and zipping it up at that moment in time.

11 Repetitive Tasks In Blender

  • Learn how to manage repetitive tasks.
  • Understand good uses for appending an Blend file into your scene.

(Updated 28/3/2018)

12 Using Our Building Blocks

  • Set your commit message before working
  • Start building your building.
  • Notice a few issues and work out a way around them.

13 Introduction To Datablocks

  • Learn about Datablocks.
  • Understand that knowing about them is about to become much more important.
  • We have come into contact with data blocks lots but let now go and explore them directly.

Datablock’s Characteristics

  • Must have unique names per type.
  • Can link to each other.
  • Can link across blend files.
  • Unused Datablocks are eventually removed.
  • This is Where we have used Fake Users in the past to preserve that particular datablock.

Sharing Datablocks Example

  • The same texture on many materials.
  • The same material on many meshes.
  • The same particle system and so on.
  • We will often share and then make the data block unique.

14 Linking To An External Datablock

  • Learn more about linking to another blend file.
  • Link an object datablock.
  • Understand that there is a datablock hierarchy.
  • Keep an eye out for when you might loose data.

15 Linking Blend Files- Making a Proxy

  • Learn more about linking datablocks.
  • Understand what is happening when you link.
  • Realising when you need to use a Proxy

Make Proxy

  • Creates a New object, that is a parent of the linked data.
  • Allows transformation of an object.
  • Can now Scale, Move, Rotate etc.
  • Otherwise exactly the same as the linked file.
  • The object datablock is linked to original and any dependant datablocks.

16 Linking Blend Files: Making Local

  • Learn why you want to make a linked datablock local.
  • Understand we are starting to sever links by doing this.
  • Learn about the various stages of making it local.
  • Decide when would be a good time to localise a datablock.

Advantages And Disadvantages

  • Advantage: You will have more local control.
  • External files moved, project can stay together.
  • Disadvantage: Potentially more work involved.
  • Any edits you make on the original affect all linked data blocks but not the ones made local.

When Do you Localise?

  • When the link is not required.
  • When you want to make the asset unique in this particular file.
  • When you want to make changes irrelevant to other potential projects.

Make Local: Option 1

  • Selected Objects: Clones the object Datablock to the new blend file.
  • All other datablocks remain linked to the original file.
  • This allows changing of anything in the object datablock.

Make Local: Option 2

  • Selected Objects and Data: Clones the object & data Datablock to the new blend file.
  • This allows editing of the mesh data, breaking that link and making it a local file.
  • The materials & other datablocks remain linked to the original object.

Make Local: Option 3

  • Selected Objects, Data and Materials: Clones the object, data and materials Datablock.
  • This allows editing of the object data & materials datablocks.
  • Breaks those links, making them local to this file.

Make Local: Option 4

  • All: As it sounds, this is pretty much the same as appending the object into the scene. It is now entirely local with no links to the original file.

17 Walking And Flying Around The Model

  • See how our scene looks and feels walking around it. Using the Fly / Walk Mode.
  • Show you how to see the scene in Unity.
  • Understand I am using Unity to keep the iterations quick and simple at this early stage.

Unity Is Optional

  • Anything external to Blender, you can watch to see how it works and is coming across.
  • Better understanding of external programs.
  • Join in, if you have Unity installed and are interested in learning more about this prototyping method.

18 Better Camera Control

  • Use a different way of moving the camera.
  • See this gives you better control over what the camera is pointing at.
  • Combine with fly mode for good control.
  • Learn how to track a target.

19 What Can You Export?

  • Understand what will export
  • Realise some elements of your models will not export or will once, or not properly.
  • Depends on the target package.

What Appears on Import

  • Mesh data including UV Maps.
  • Armatures and animation data will appear too if supported in the target package.
  • Textures may appear or simple the base diffuse colour.

Reconstruction

  • Textures often have to be reapplied.
  • Shaders work differently in other packages.
  • Materials would have to be remade.
  • Particle systems are local to Blender.
  • Test

20 Re-linking Blend Files

Re-linking Blend Files

  • Make a commit!
  • Understand the order you NEED to do things in if you wish to change a linked file or it’s datablocks.
  • See what happens if you change a link.

Moving or Renaming Blend Files

  • Make a commit!
  • COPY file(s) to new location.
  • Rename the COPIED file(s) appropriately.
  • Doing it it any other order will break links.
  • Any links broken when saving will be lost forever!

Moving or Renaming Datablocks

  • Make a commit!
  • COPY file(s)
  • Open up Copy and make datablock adjustments.
  • Link new file into scene.
  • Make links to the new object, replacing the old.
  • Delete / Archive Old Blend file.

21 Profile Modelling By Extrusion

  • Understand what a “profile modelling” is.
  • Potentially speed up modelling by mirroring.
  • Use a series of methods to produce a profile that we can use in our scene.
  • Future: Use the same profile in different ways

Profile Modelling

  • A profile is the outline you get when you view something from a particular angle.
  • Imagine slicing through your model.
  • Realise we have used them in the past: Lamp Base was produces with curves and the Pin was geometry based.

Methods Used

  • We’re going to bump up our extrude speed
  • We’re going to be using the bevel tool for construction and defining sharp edges.
  • A subsurface modifier for making the surface.

(Updated 27/02/2017)

22 Profile Modelling Using Curves

  • Create some alternative detail.
  • Convert Mesh objects into a Curve objects.
  • Use those 2 curves to create geometry, one controlling the profile, the other a path.
  • See this is great for more accurate path following.

23 Profile Modelling Using Mesh Objects

  • Use the Array modifier to repeat a mesh object the length of a curve.
  • Deform the array using the same curve data.
  • End up with some pretty awesome results!

(Updated 27/02/2017)

24 Light Portals

  • Learn how to use light portals.
  • Understand the limitations of their use.
  • See that they can dramatically increase quality given a fixed number of samples.
  • See they’re especially useful for indoor environments, lit by environmental lighting.

How Cycles Lighting Works

  • Light rays are fired out from the camera until they hit a light source.
  • With a Lamp Blender knows where the light source is so ONLY fires rays that will eventually hit the light source.

Emissive Materials

  • With an emissive material Blender doesn’t know where the light source is.
  • When the camera fires those rays, some of them will never reach a light source, this introduces more noise.

Environmental Lighting

  • In an Interior with only windows letting light in. The rays bounce around a lot and only a few reach the light source. HDR/Environment lighting.
  • This introduces a lot of noise in the final image.

How Portals Help

  • Portals help by telling Blender where to aim those rays.
  • This produces much less noise in the final image.

Limitations

  • Portals are a cycles lighting feature.
  • They increase light calculation time, however produce much much less noisy environments.
  • Portals only work with Environmental light. Using them otherwise can reduce image quality.
  • Have little impact if you put something in the way!

25 Using Source Control- Resetting

  • Go over how to extract a previous version of your files.
  • Become aware that Blender files that are made up of linked files need to be accessed and restored a different way.

26 Introduction To UV Unwrapping

  • No longer ask what does UV stand for?!
  • Overview the mapping in upcoming lectures
  • Understand that we will be creating these maps from scratch, and then using them again to speed up further workflow.
  • X,Y and Z are used for the Co-ordinates.
  • UV are like the ‘X’ and ‘Y’ co-ordinates of an image.
  • UV mapping is the process of projecting a 2D image to a 3D model's surface.

27 Smart UV Project

  • Understand more about unwrapping.
  • Be able to unwrap more complex models
  • Realise this is a great starting point for a lot of meshes.
  • See it gives a basic unwrap that we can work with.

Why Unwrap?

  • A UV map, is a projection of a 3D mesh to 2D.
  • Whilst unwrapping is necessary to project an image
  • We can let blender ‘guess’ how to unwrap.
  • Unwrapping gives you control over how your model is mapped in 2D space.
  • Essential when using assets outside Blender.
  • Essential when using textures within Blender.
  • Necessary if you want control over how something looks.

28 How Is It Coming Together?

29 Adding More Detail

  • Do some organisation to our outliner before things get out of hand!
  • Get an “LOD_B” Mesh Object Ready to be Linked into our main scene.

30 Problem Solving

  • Realise starting again is sometimes the best option.
  • See that even well prepared scenes can be broken by subtle changes.
  • Get help with problems you may have run into when making your building.

31 UV Manipulation

  • Realise sometimes Smart UV project is 99% of the way there but something is not quiet right.
  • Use UV/Image Editor to change individual parts on your mapping.
  • (Updated 18/09/2017)

32 Complex Shapes & UV Mapping

  • Have a quick tour around my Church Vault.
  • See the challenges that we can have with more complex Models.
  • Troubleshoot some common unwrapping issues.
  • Work out ways to make an unwrap easier and quicker.

33 Introduction To Marking Seams

  • Realise that UV unwraps will have seams in them.
  • Learn how to mark seams where you want them.
  • Understand that this gives us the most control over our models unwrap.

What Is A Seam?

  • It is a “cut” it your model, telling Blender how to unwrap your model.
  • It allows you to separate parts of your meshes.
  • Texture those parts individually.

Tips For Marking Seams

  • Seams can easily cause distortion and misalignment of textures.
  • Seams often occur on hard edges.
  • They are made where you are least likely to see them.
  • Understand that this gives us the most control over our model.

34 Painting In The Image Editor

  • Create your own Image using Blender.
  • Become more familiar with the image editor.
  • Realise Blender’s limitations when it comes to image editing.
  • Understand you may have to use external packages for better control.

35 Diffuse Maps

The Diffuse Map

  • Create a hand painted texture in the UV image editor and apply it to your models!
  • Be creating the diffuse map from scratch
  • Explain what the diffuse map does.

What Is A Diffuse Map?

  • Is the most common map, and the one most people think of when someone says “texture”.
  • It defines the colour and patterns on a surface.

Diffuse Maps

  • Can be challenging to imagine a surface without light source, or rather with uniform light
  • Avoid creating detail that would usually be generated by bumps on the surface.
  • We are going to avoid painting shadows too.
  • If done, this is called ‘baking’ into the image.

36 Using Images For Control

  • Learn how to use images to control your materials.
  • Understand why these control images are black and white.
  • Create a simple stage for our building.

Why Black and White?

  • These Greyscale images define “values” on a per pixel basis.
  • Black represents a value of 0 and white a value of 1.
  • You map them to your model like you would any other image.

37 Illusion of Detail- Using Bump Maps

  • Use a texture to control how light interacts with a surface.
  • See how to use a texture as a bump map in Blender Render.
  • Use Generated textures rather than hand made.

Bump Maps

  • Normal and Height/Displacement maps are both types of bump maps.
  • We’re going to use a displacement map.
  • They tell a shader HOW to interact with light.
  • This gives the illusion of detail on a surface.
  • Can increase render speeds vs geometry.

38 Using Displacement Maps

  • Create real detail using a texture.
  • Use a displacement map to alter geometry.
  • Understand that you need geometry first to modify.
  • Use the displacement influence in Blender Render.
  • Then use the displacement modifier in a similar manner.

An Important Reality

  • They are not suited to things like generating a final brick wall. V High Poly count required.
  • They're very useful for applying detail e.g. scales on a lizard/fish or dragon.
  • Great for generating geometry and then optimising
  • For larger items, like terrain.

39 Normal Maps

  • Understand they are a type of bump map.
  • Gain a greater understanding of how normals work.
  • They contain direction information not height information.
  • There are 4 Main Types

40 Baking A Normal Map In Blender

  • Create a normal map.
  • Understand when to create a normal map.
  • Use a process called baking.
  • See the baking is the fundamental process for creating other map types too in Blender.
  • Understand about cages and why they are used.
  • (Updated 15/09/2017)

41 Applying A Normal Map In Blender

42 Texture Resolution

  • Understand that resolution will control the level of detail at a particular distance.
  • Realise when a texture is too large or too small.
  • Learn about the power of two (POT) and why and when it is important.
  • (Updated 12/06/2017)

Power Of Two

  • Computers work with 1s and 0s, or Binary.
  • A lot of external programs need POT textures.
  • They aren’t necessary in Blender but are a good standard to adhere too, especially when working with external programs.
  • Don’t have to be ‘square’, providing side length is a POT.

Which Numbers are Power of 2?

  • Mathematically they’ll be 2 to the power of n or 2^n. eg. 2^5 = 32
  • If you have been around computers for a while you’ll recognise this sequence: 2, 4, 8, 16, 32, 64, 128, 256, 512,1024, 2048, etc.

Textures Of Different Sizes.

  • Need their own UV Map.
  • Probably not exportable due to multiple UV maps.
  • Best to stick to one texture size for any given unwrap.
  • Larger textures require more memory.

What Size Textures

  • How far away is the camera from the object/texture?
  • How big is the object?
  • What’s the “Retina” Texture level?
  • rTexture = 3266 * Tan(Size/Distance)

43 The Multi-Resolution Modifier

  • Learn how to use the multi resolution modifier.
  • See it is similar to the subsurf. modifier and great for multiple resolutions of a single model.
  • Learn to control how sharp edges.
  • Understand that this is best applied to a base mesh that is close to the ‘final’ low-poly version.

44 Baking Using The Multires Modifier

  • Learn how bake detail from the higher multires to a lower one.
  • Very similar to before, but this time only one model.

45 Copying Mesh Properties

  • Learn how to copy attributes of a mesh object.
  • See this is great when you have lots of components, for e.g. need the same material.
  • Understand it’s a destructive operation e.g. copying materials will overwrite a meshes current materials

46 Optimising A UV Map

  • Making your UV map more uniform, minimising distortion and optimising image use.
  • Understand the use of margins
  • Learn more about seams and their placement.

47 Texture Painting In The ViewPort

  • Create a hand painted texture directly onto your model
  • Be creating a diffuse map from scratch

48 Realistic Lighting Or Fake It?

49 Creating a New Scene In Blender

50 Section 7 Wrap Up