New. Weapon Modeling For Aaa Games In Blender



Free Download New. Weapon Modeling For Aaa Games In Blender
Published 4/2024
MP4 | Video: h264, 1920×1080 | Audio: AAC, 44.1 KHz
Language: English | Size: 22.46 GB | Duration: 24h 29m
We are going to model AK-47 from our first primitive to complex model for AAA games using Blender and Substance painter.


What you’ll learn
Blender interface and tools
Modeling techniques (hardsurface, subdivision)
Weapon creation pipeline
UV unwraping process with UDIMS
Highpoly creation with modifiers
Export/Import
Substance painter interface and tools
Texturing workflows
Rendering prosess
Post processing in Luminar neo(optional)
Requirements
No requirements , we will learn everything in process
Description
You will learn to work in the coolest and rapidly evolving 3D package, which in my opinion is Blender.You will master the use of Substance Painter, which is currently the most in-demand software in the market for texturing game models.You will build and texture a AK-47 model that can be integrated into any game engine and game.This course is the largest course I have ever done. It took more than three months to develop. My goal was simple: to teach Blender and Substance Painter from scratch and to bring students to a level that meets all the standards of the modern gaming industry.We will start by dissecting the Blender program and learn from scratch:the program interfacenavigation in the viewportBlender settingstools (all of them)working with modifiersdownloading and learning to use many useful addonsand everything else necessary for a quick start in the program.Next, we will set up reference images and start modeling our objects. During the modeling process, I will explain all the necessary nuances so that, based on this model, you will be able to independently build and assemble any other model after completing this course. You will be provided with a collage of reference images for work. I will also show you how to work with a small program for reference images (Pureref).Primarily, we will use Hard Surface modeling techniques to create objects, but also, for general development, we will build a couple of objects using subdivision.After the modeling stage, we will move on to the UV unwrapping stage and learn to use Udims (multiple UV squares for one object). I will try to acquaint you with all the intricacies of this process.Then we will create the high-poly version of our object for further baking deformation maps in Substance Painter. We will create high-poly in Blender, through modifiers, and, in a couple of moments, sculpting. At the moment, I believe this is the simplest and most convenient way to create high-polygon models.After that, we will export our models in OBJ format and import them into Substance Painter to bake deformation maps and texture them. And we will start our work stage in Substance Painter.First, I will teach you how to work in the program. Again, this includes:navigationbaking deformation mapsinterfacelayer systemsettingstoolsmasksgrunge and generatorsfilters and everything you need for free work in Substance Painter.After that, we will create material after material and texture our model using many diverse and cool texturing techniques and reference images. After the course, you will be familiar with the overwhelming majority of techniques that I know myself. Including:Creating various texturesPoint placement of scratches or any other defects through overlay modesEmbedding hard surface details in the normal map (decals) and much more.After the texturing stage, we will export our texture sets and import them into the Blender file, properly load them, and fix any problems that arise.Next, we will set up the scene for rendering. The rendering stage will include:Creating composition and backdropSetting up and adjusting the cameraSetting up and adjusting lightingRender settingsRendering multiple compositions (you can see them in the promo video for the course)Flyover of our gun with the camera (also seen in the promo)Compositing in the third-party program Luminar neo (Optional step, you can skip it).In the end, you will be able to work in 2 programs (actually in 4 if you count Pureref and Luminar neo), learn to build, texture, and render complex and modern models, and take a giant step towards working on game creation.
Overview
Section 1: Blender intro
Lecture 1 Addons and Pureref
Lecture 2 Viewport navigation
Lecture 3 Settings
Lecture 4 Windows control
Lecture 5 Orthogonal views
Lecture 6 Tools
Lecture 7 Object creation
Lecture 8 Tool shortcuts
Lecture 9 3d cursor and origin
Lecture 10 Global and local coordinates
Lecture 11 Shading pie menu
Lecture 12 Components selection
Lecture 13 Shading
Lecture 14 Component tools
Lecture 15 Transform centers
Lecture 16 Snapping
Lecture 17 Join and merge
Lecture 18 Cleanup
Section 2: AK-47 modeling
Lecture 19 Reference install
Lecture 20 Stock
Lecture 21 Stock 2
Lecture 22 Stock metall details
Lecture 23 Cleanup
Lecture 24 Magazine
Lecture 25 Magazine 2
Lecture 26 Lower reciever
Lecture 27 Plastic grip
Lecture 28 Metal around trigger
Lecture 29 Metal around trigger 2
Lecture 30 trigger
Lecture 31 Fire switch
Lecture 32 Upper reciever
Lecture 33 Upper reciever 2
Lecture 34 Upper reciever 3
Lecture 35 Laddercube
Lecture 36 Shutter
Lecture 37 Sightbox
Lecture 38 Sightbox 2
Lecture 39 Sightbox 3
Lecture 40 Ironsight
Lecture 41 Switch
Lecture 42 Handguard bottom
Lecture 43 Handguard top
Lecture 44 Metal caps
Lecture 45 Barrel
Lecture 46 Barrel 2
Lecture 47 Barrel 3
Lecture 48 Barrel 4
Lecture 49 Ironsight on barrel
Lecture 50 Shompol
Lecture 51 Muzzle break
Lecture 52 Renaming panel
Section 3: UVs
Lecture 53 UV basics
Lecture 54 Checkpoint
Lecture 55 UV 1
Lecture 56 UV 2
Lecture 57 UV 3
Lecture 58 UV 4
Lecture 59 UV 5
Section 4: Highpoly creation
Lecture 60 Highpoly
Lecture 61 Highpoly 2
Lecture 62 Highpoly 3
Lecture 63 Highpoly 4
Lecture 64 Highpoly 5
Lecture 65 Highpoly 6
Lecture 66 Applying modifiers
Section 5: Floaters
Lecture 67 Floaters
Lecture 68 Floaters 2
Lecture 69 Export
Section 6: Substance painter intro
Lecture 70 Project settings
Lecture 71 Navigation
Lecture 72 Interface overview
Lecture 73 Baking menu
Lecture 74 New baker
Lecture 75 Layers
Lecture 76 Tools
Lecture 77 Tools 2
Lecture 78 Brushes
Lecture 79 Masks
Lecture 80 Smartmasks
Section 7: AK texturing
Lecture 81 Bake
Lecture 82 Grip
Lecture 83 Stock
Lecture 84 Metal with bumps
Lecture 85 Base metal
Lecture 86 Base metal 2
Lecture 87 Shutter
Lecture 88 Digits
Lecture 89 Mag
Lecture 90 Barrel
Lecture 91 Export , Decals and Anchor poins
Section 8: Render
Lecture 92 Bullet modeling
Lecture 93 Backdrop
Lecture 94 Light setup
Lecture 95 Composition 2
Lecture 96 Composition 3 and 4
Lecture 97 Luminar
Lecture 98 Final video
For beginners and blender enthusiasts,3d artists and future 3d artists

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