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  • Book Overview & Buying Blender 3D Asset Creation for the Metaverse
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Blender 3D Asset Creation for the Metaverse

Blender 3D Asset Creation for the Metaverse

By : Vinicius Machado Venâncio
4.8 (13)
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Blender 3D Asset Creation for the Metaverse

Blender 3D Asset Creation for the Metaverse

4.8 (13)
By: Vinicius Machado Venâncio

Overview of this book

If you are familiar with modeling, this book will help you discover a practical and efficient workflow designed to accelerate your asset creation process for use in multiple projects, including games and the metaverse. Complete with shortcuts and tips on how to speed up the process, this book guides you in modeling assets and characters with the help of references. You’ll learn how to optimize the modeled asset for maximum rendering performance within game engines and the metaverse. Next, you’ll get to grips with unwrapping the 3D model for texturing and explore multiple texturing techniques to breathe life into your 3D models. Finally, you’ll integrate the 3D model to work seamlessly across a myriad of programs and game engines. By the end of this book, you’ll have the skills to efficiently create any type of 3D asset from scratch for use in renders, animations, or immersive gaming experiences.
Table of Contents (16 chapters)
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1
Part 1: Inorganic Asset Modeling
7
Part 2: Organic Asset Modeling

Refining the Base Meshes

Now with the block-out finished, we will begin to add more detail to the sculpting by going back and adding more geometry to each part with the necessary details, going into further depth on the distinct aspects of the human anatomy covered in the previous chapter. This process is essential in order to properly refine the look of any character since here is where we make our character believable and give it some personality.

In this chapter, we’ll cover the following:

  • How to refine the block out, adding more detail to each part
  • The suggested brushes each step of the way based on the shape of the area
  • How to properly join the meshes, smoothing the division between each part of the meshes

By the end of this chapter, you should be able to sculpt decent-looking humanoid figures.

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Tech Concepts
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Programming languages
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