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Modular Sets in Blender

In this course intended for intermediate viewers, instructor Alan Thorn explores how to build low-poly environment assets in a dark industrial theme. These meshes fit together seamlessly, like building blocks, for creating expansive and versatile level design in games. Use Blender to model, unwrap, texture-paint, and optimize assets, exporting them to a real-time game engine. Over five, massive chaptersyou’ll examine 1). Polygonal modelling techniques for bulding complex shapes and designs;2). NGons and topology optimization for enhancing and refining your meshes; 3).Smooth shading and UV Seams for creating good looking meshes and texture designs; 4). Texture unwrapping and UV layouts, as well as texture baking and painting for developing a smooth and intuitive workflow; 5). Model exporting for game engines, to help bring your models to life inside a real-time game engine. By the end of this course, you’ll have a solid foundation for easily building low-poly, modular game assets that can be used and re-used to create potentially limitless level designs.

Chapter 1 - Intro
01:22
Chapter 2 - Course Overview
05:51
Chapter 3 - Blender Preferences
06:14
Chapter 4 - Customizing the Interface
05:56
Chapter 5 - Maya Style Controls
03:59
Chapter 6 - Blocking the Dimensions
07:41
Chapter 7 - Test Export to Engine
06:12
Chapter 8 - Testing in Unity
04:45
Chapter 9 - Fixing Keyboard Shortcuts
03:32
Chapter 10 - Starting the Straight Section
05:47
Chapter 11 - Using the Mirror Modifier
06:17
Chapter 12 - Creating the Floor Trim
06:07
Chapter 13 - Floor Extrusions and Conclusion
04:38
Chapter 1 - Intro
01:08
Chapter 2 - Modelling The Handrail
08:20
Chapter 3 - Modelling Handrail Attachments
08:25
Chapter 4 - Smooth Shading and Sharp Edges
05:51
Chapter 5 - Layers and Duplication
03:45
Chapter 6 - Starting the End Section
04:43
Chapter 7 - Completing the End Section
08:40
Chapter 8 - Starting the Cross Section
04:48
Chapter 9 - Building the First Intersection
08:50
Chapter 10 - Building the Cross Section Opening
04:58
Chapter 11 - Completing the Cross Section
06:46
Chapter 12 - Cross Section Handrail
08:13
Chapter 13 - Loop Tools
04:13
Chapter 14 - Conclusion
02:55
Chapter 1 - Intro
01:00
Chapter 2 - Planning to Unwrap
04:06
Chapter 3 - Linked Selection
05:10
Chapter 4 - Separating Meshes
04:38
Chapter 5 - Unwrapping
05:24
Chapter 6 - UV Editor
06:56
Chapter 7 - Building UV Islands
06:58
Chapter 8 - UV Layouts
07:30
Chapter 9 - Building a Door Prop
07:38
Chapter 10 - Creating Materials
07:45
Chapter 11 - Modelling from a Texture
06:21
Chapter 12 - Modelling and UVs
04:44
Chapter 13 - Texture Baking
11:15
Chapter 14 - Conclusion
01:36
Chapter 1 - Intro
01:04
Chapter 2 - Configuring Blender for Texture Painting
04:29
Chapter 3 - Creating a Base Layer
06:40
Chapter 4 - 2D Texture Painting
06:06
Chapter 5 - 3D Texture Painting
05:25
Chapter 6 - Painting from Textures
08:43
Chapter 7 - Starting with the Stencil Brush
06:35
Chapter 8 - Configuring Stencil Brush Controls
08:00
Chapter 9 - Painting the Walls
08:34
Chapter 10 - Painting the Floors
08:09
Chapter 11 - Layered Painting
05:36
Chapter 12 - Flattening Layers and Conclusion
08:11
Chapter 1 - Intro
00:55
Chapter 2 - Preparing to Bump Map
03:36
Chapter 3 - Bump Painting
05:33
Chapter 4 - Bump Baking
04:25
Chapter 5 - Starting the Curved Piece
04:22
Chapter 6 - Creating a Bend
04:50
Chapter 7 - Exporting to FBX
07:06
Chapter 8 - Importing to Unity
05:13
Chapter 9 - Configuring Materials
03:19
Chapter 10 - Level Designing
07:15
Chapter 11 - Organization
04:50
Chapter 12 - Base Illumination
05:27
Chapter 13 - Creating Lights
07:15
Chapter 14 - Lightmapping
04:59
Chapter 15 - Image Effects and Conclusion
06:38

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