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  • Book Overview & Buying Blender 3D Asset Creation for the Metaverse
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Blender 3D Asset Creation for the Metaverse

Blender 3D Asset Creation for the Metaverse

By : Vinicius Machado Venâncio
4.8 (13)
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Blender 3D Asset Creation for the Metaverse

Blender 3D Asset Creation for the Metaverse

4.8 (13)
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)
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1
Part 1: Inorganic Asset Modeling
7
Part 2: Organic Asset Modeling

Making the Base Mesh for a Humanoid Character

Unlike making organic objects, sculpting characters presents us with a series of new things to worry about, especially if the end goal is to resemble a human and look believable. This chapter is essential if you plan on making characters in the future, as it will cover the most important features of the human body and how to block out a very simple depiction in order to have a solid base to which to add detail later on.

For that reason, this chapter will cover the following:

  • General human body proportions and anatomy, which make a significant difference while sculpting
  • How to block out a base mesh for a humanoid character, using realistic proportions and shapes

By the end of this chapter, you’ll have learned about basic anatomical features and proportions and will be able to block out humanoid male and female base meshes using realistic proportions.

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