Book Image

Blender 3D Asset Creation for the Metaverse

By : Vinicius Machado Venâncio
Book Image

Blender 3D Asset Creation for the Metaverse

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)
1
Part 1: Inorganic Asset Modeling
7
Part 2: Organic Asset Modeling

The hands

The hands between models also share a lot more similarities but are a complex part of the body, so we need to pay extra attention to our references.

We’ll start by shaping the front and back sides of the palm first, increasing the resolution, and start adding some volume to the edges of the hand using the Inflate brush and carving the middle of the palm using the Clay Strips brush.

Figure 6.62 – Volume added to the hand

Figure 6.62 – Volume added to the hand

Notice how the middle of the palm is flatter while most of the edges have been puffed up a bit, and the base of the thumb has also been inflated. A good tip for this step is to look at your own hands and use them as a reference too. We won’t add the little wrinkles we usually see in our hands since it would take hundreds of thousands of faces to properly sculpt them, and our goal with this is not a perfectly realistic human. We’ll now move on to the back of the hand, which is generally simpler.

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