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

Baking the textures

The process of baking the textures is essential to make our textures work outside of Blender, given that every render engine has its own method of interpreting, mixing, and displaying them. But what most of them do have in common is the use of the color (or diffuse), roughness (or glossy), and normal texture maps. So, we’ll take all the tweaks, mixes, effects, and hand-painted textures we made in Blender and turn them into usable texture maps. Unfortunately, though, you’ll have to either apply or delete any modifiers you may have left in order for it to work properly, so make sure you’re absolutely satisfied with how your object has turned out so far.

We’ll cover two baking methods: first, from high poly to high poly (meaning the exact same object, with the exact same UVs), and second, from high poly to low poly (meaning we’ll transfer all of the detail from the high-poly model we’ve been working on in the past chapters...