Blender 3D Asset Creation for the Metaverse Unlock endless possibilities with 3D object creation including metaverse characters and avatar models 1st Edition by Vinicius Machado Venâncio – Ebook PDF Instant Download/Delivery: 1801813019, 9781801813013
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Product details:
ISBN 10: 1801813019
ISBN 13: 9781801813013
Author: Vinicius Machado Venâncio
What you will learn
- Model game and metaverse 3D assets starting with primitive shapes
- Optimize the modeled asset for maximum rendering performance
- Texture the asset with PBR image textures, real life images and/or procedural textures
- Bake the resulting texture to a single image for the textures to work in the metaverse and in any given program
- Learn tips about human anatomy to make believable characters and avatars
- Learn the differences in workflow for organic and non-organic asset 3D modeling
- Understand the importance of reference for any type of work, especially characters
Who this book is for
Whether you are a beginner 3D asset designer or an aspiring character modeler, this book is your gateway to expanding your skill set in asset creation for personal projects, games, and the metaverse. Since it covers the intricacies of the asset creation process, intermediate-level modelers will also find plenty of information. Familiarity with basic texturing and UV unwrapping will enable you to get the most out of this book.
Blender 3D Asset Creation for the Metaverse Unlock endless possibilities with 3D object creation including metaverse characters and avatar models 1st Table of contents:
Part 1: Inorganic Asset Modeling
Chapter 1: Modeling the 3D Asset
Gathering references
What are good and bad references?
A quick tour of Blender
Blocking out the asset’s general shape
Breaking down the object into primitive shapes
Building the headphones inside Blender
Creating the lower part of the headphones
Creating the headband
Refining the block out to add detail
Secondary details
Tertiary details
Summary
Chapter 2: Optimizing Your Asset for Better Rendering Performance
Deciding whether an asset has excessive geometry
Reducing excessive geometry
Dissolving edges manually
Decimation
What to keep in mind while optimizing a model
Flat areas
Bad geometry
Further optimization
Summary
Chapter 3: UV Unwrapping Your 3D Asset
Finding the right edges on which to place seams
Unwrapping the headphones
Cushions and earcups
Headband
Connecting part
Packing the UVs
Checking for practical use
Summary
Chapter 4: Texturing Your 3D Asset Using PBR and Procedural Textures
Setting up your workspace
A physically based rendering workflow
Procedural texturing workflow
Summary
Chapter 5: Texture Painting and Using Real-Life Images as Textures
Setting up your texture painting workspace
The Texture Paint workspace
Painting
Texturing with real-life images
Baking the textures
Baking from high poly to high poly
Baking from high poly to low poly
Summary
Part 2: Organic Asset Modeling
Chapter 6: Introduction to Blender’s Sculpting Tools
Blender’s default sculpting tools
UI elements
Blender’s sculpting brushes
Advantages of using a graphics tablet to sculpt
Suggested uses for the brushes
Summary
Chapter 7: Making the Base Mesh for a Humanoid Character
General body proportions for humanoid characters
Arms and hands
Legs and feet
Chest and abdomen
Face
Blocking out the base mesh
Summary
Chapter 8: Refining the Base Meshes
Refining the head and face
The neck
The chest
The upper back
The arms
The abdomen
The pelvic area
The legs
The hands
The feet
Merging the different parts
Summary
Chapter 9: Optimizing the Base Meshes
What is good topology?
Edge flow
Poles
Setting up the retopology mesh
Retopologizing the base mesh
Head
How to decrease the mesh resolution
Neck
Torso
Arms
Legs
Feet
Hands
UV unwrapping our base meshes
Head and neck
Torso
Arms
Hands
Legs
Feet
Summary
Chapter 10: Rigging the Base Meshes
Types of movable joints in the human body
Ball-and-socket joints
Ellipsoid joint
Saddle joints
Hinge joints
Pivot joints
Plane joints
Rigging our character
Spine
Arms and hands
Legs and feet
Weight painting
Limiting the movements of the joints
Adding IK to our rig
Legs
Arms
Generating a full rig with the Rigify add-on
Summary
Chapter 11: Further Development as a 3D Artist
Improving quickly
Free online tutorials
Dedicated courses
The importance of feedback as an artist
Differentiating between good and bad feedback
Summary
Index
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