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

Merging the different parts

Once we’re happy with the results, we can proceed to apply every modifier (the Multiresolution and/or Mirror modifier, for example) to every separate object since for them to be joined correctly, there needs to be no modifiers added to any of the objects composing the body; otherwise, they might conflict and make the mesh look weird. Before that, though, it’s recommended to save the progress and make a copy of the body parts, in case anything goes terribly wrong.

Now in Object Mode, after applying all modifiers, we can select all the separate objects that make up each of the base meshes (except the eyeballs, since usually we don’t want them joined with the body), and join them together using Ctrl + J. Then, we’ll enter Sculpt Mode again and use Remesh on the joined objects using Shift + R to define the resolution and Ctrl + R to apply that to the mesh; we went for around 0.01 m for Voxel Size, for minimal loss of detail. Once...