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

Modeling the 3D Asset

Blender is an extremely powerful tool for creating 3D models for a variety of purposes and has increased in popularity over the last few years mainly because it is a free and open source program, which makes it accessible to basically anyone with a computer. It has been designed so that every step of the 3D pipeline can be carried out within the program itself. That’s why many people are starting to create assets for the metaverse using Blender rather than paid alternatives.

In this chapter, we’ll learn how to start creating your own original assets, as well as learning how to navigate through Blender’s interface and use its main modeling tools, using the modifier system to speed up the process.

In this chapter, we’re going to cover the following topics:

  • How to look for good image references
  • How to break down an object into simple shapes
  • How to create a base shape to build upon
  • Deciding on the level of detail necessary
  • How to gradually add detail to the base shape