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

Finding the right edges on which to place seams

The first step to unwrapping any asset is the seam placement on the edges of our mesh, but not all edges. We need to place just enough seams to lay our object’s geometry flat, quite literally like a carpet. There’s no correct result; as long as we’re satisfied with the outcome and stretching is minimized, it can be considered correct. Remember, though, that those seams might be visible in the textures since the parts will be separated, so we’d want to use as few of them as possible, and in places where they won’t be seen as much.

So, where do we put seams? That depends entirely on the shape of your mesh. But generally, seams can be put on edges that separate different surfaces, which are generally the edges with sharper angles, although some more seams can be placed elsewhere to get rid of stretching. Let’s see what this means through examples, using a few of the main primitive shapes available...