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

Packing the UVs

UV packing is the process of optimizing the UV island’s placement in the UV map, and it can be done to one object or several. It makes it possible to use just one texture in several objects (only necessary if you want/need one texture map for multiple objects or for baking the textures correctly, which will be explained in depth in the next chapter. You’ll use this for exporting your model to another program besides Blender, for example.)

Once again, if you have a high-poly version of your model and want to transfer the details from the high-poly to the low-poly version, only the low-poly version needs fully working UVs, so you’ll only want to do proper UV packing for the low-poly version.

To properly pack our UVs, we need to think about both the size and visibility of each object, and it’s pretty intuitive: the bigger or more important it is, the more space it should occupy in the UV map.

You should only manipulate the scale, rotation...