Summary

In Chapter 3, It's Time to Customize!, we went through using our design process to design a crate that is perfect for our cargo ship level. After designing our game asset on paper, we opened up Blender to create our 3D model using polygon modeling techniques. Within Blender, we used such tools as Extrude, Inset, Loop Cut and Slide, and Bevel, to turn a basic primitive shape into a detailed game asset. After we finished the basic geometry of our crate, we opened up the UV mapping portion of Blender and created a UV map. The UV map will handle getting both the textures we will add to the object in the next chapter, and lighting information to make sure the object blends in nicely with our level lighting. Lastly, we talked about some different ways to apply materials to our object, from simply applying a premade material to it in Unreal, to painting the object in Blender, to drawing detailed textures in Photoshop or GIMP. We also looked at the future of next-gen texturing with Substance Painter. In the next chapter, we will be exporting our object out of Blender and bringing it into Unreal so that we can use it in our level.

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