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

Blocking out the base mesh

Reference, reference, reference. This is the most important word of this stage because we might know how the human body is shaped and its bigger and most defining features, but even then, sculpting humans and most creatures purely from imagination is generally a bad idea, especially as a beginner. Even the most experienced artists out there use references for their work. So, before putting our hands to work, it’s extremely important to have a good set of references for what we’re going for. Remember, though, that humans are extremely complex to get right, so don’t feel discouraged if, at first, your model looks wrong. We’ll try to simplify the process as much as possible.

For our case, we’ll be making both male and female base meshes using mostly ideal proportions.

Let’s make this first sculpting iteration with as little detail as possible to keep things clean, as we’re just trying to get the core shapes...