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

UV Unwrapping Your 3D Asset

With our headphones fully optimized, we’re now ready to prepare them for texturing through a process called UV unwrapping, which basically consists of placing cuts (seams) at strategic places on your mesh in order to lay all the polygons flat, in a 1:1 image called a UV map. This will allow us to texture our asset smoothly, without worrying about stretched textures.

This chapter will cover the following topics:

  • How to place seams in the correct places based on the shape of the mesh
  • How to unwrap our asset
  • How to use the UV Editing workspace
  • How to check for stretching in the textures
  • How to minimize stretching in the textures
  • How to pack the object’s UVs

It’s important to remember that, in this chapter, we will unwrap the high-poly headphones in order to demonstrate more complex techniques, but if you plan on making this a game asset and you made a low-poly version as well, the high-poly version...