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

Weight painting

Weight painting is the process of manually controlling the area of influence (weight) of a specific bone. This method works by applying values that go from 1 (full influence) to 0 (no influence) around the bone. Here’s the gradient representing the values:

Figure 10.34 – Weight gradient from 0 to 1

Figure 10.34 – Weight gradient from 0 to 1

To enter Weight Paint mode, we have to have our character selected and then switch to Weight Paint mode from the menu on the top left:

Figure 10.35 – Changing to Weight Paint mode

Figure 10.35 – Changing to Weight Paint mode

Upon selecting this mode, most of your character should turn blue (except for the eyes, which are a separate object), and the interface will change to this:

Figure 10.36 – Weight Paint interface

Figure 10.36 – Weight Paint interface

This works very, very similarly to texture painting, so we’ll only have a quick look at the main elements in the UI, starting with the column on the left:

Figure 10.37 – Painting modes
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