See the results our students are getting...
The first step when designing your model is to create a blockout.
This creates a visual theme to base the rest of your design off of, and you can begin to easily see how the rest of the model will come together.
After the blockout, we begin the process of designing the model.
We'll add secondary/tertiary details, focus on various design principles (discussed in the course), and optimize the model for the creation of our low-poly version.
High to Low Poly
After creating the high poly model, we decimate it down into a lower-poly version.
This will allow us to remove unnecessary detail which can be baked into a normal map later on (and will perform much better in game engines).
UV Unwrapping: some call it fun, and some call it the devil.
I lean more on the side of fun (Ryuu encourages me to attend therapy for this). Once you learn all of the efficient tricks needed to create optimized and high-resolution unwraps, you'll be blown away by the quality.
Triangulation is essential to models created using booleans and ngons.
The most common misconception is that game assets must have "perfect topology" (referring to quads). This is a LIE unless you are deforming, working with organics, in the VFX industry, etc (this rarely ever applies to hard surface models).
All you need to do is properly triangulate your mesh and you can absolutely use ngons in your game assets. As a matter of fact, it's easier this way.
A crucial part of the game asset process is map baking.
We generally bake out 6 different maps: Albedo, Normal, Curvature, Roughness, Metallic and AO (the last 3 can be combined into one).
Normal maps are incredibly important for detail, and they are why we make a high poly version in the first place. These will all come together during texturing.
Texturing is arguably one of the most enjoyable parts of the game asset process.
You can use one of two softwares: Substance Painter or Quixel Mixer (we present both in the course).
This is where your modeling, map baking, and especially unwrapping skills all come together.
Importing your model and textures into Unreal Engine is actually the easiest of the entire game asset process.
You import the low poly .fbx file, drag in your maps, adjust the roughness of the model, and BOOM, you're finished!
You can do everything right when designing your assets, but if you don't know how to properly present them, then the attempt will have been futile.
When you're looking for jobs, building a following, or improving your composition skills, presenting your models is equally (if not more important) than the design of the model itself.
P.S. - When you enroll in the Blender Bros Hard Surface Game Asset course you are joining risk free. You have 30 days to engage in all of the strategies and tutorials we cover, or your money back.
Once you learn how to properly and efficiently create your very own game assets, you'll be well on your way to developing a more robust portfolio, working in the game industry, or simply advancing your skill set.
Our student, Jon Su, was able to land a job within 8 months of learning Blender with our courses. How cool is that?
We know what it's like to be frustrated trying to figure out the entire game asset pipeline. These are some of the questions we asked ourselves:
- Are ngons allowed?
- Is quad topology really that crucial?
- What in the world does texel density mean?
- How do I properly run seams?
- Why should I triangulate my mesh?
- Am I bad at modeling, or simply using the tools inefficiently?
- Which tools are the best for the job?
The best part of this course is that we've presented all of our research accumulated through years of trial and error. So why go through all of the common mistakes when you could skip right by them?
The best investment is in yourself, and we certainly believe this course will revolutionize your 3D game asset workflow.
See you there!
- Josh & Ryuu (Blender Bros)
Josh is a 3D hard-surface artist, educator, and YouTuber who has been using the Blender 3D software for nearly a decade. He has a passion for helping people fulfill their 3D goals and visions, while also providing the necessary resources needed to achieve mastery.
Ponte Ryuurui (Ryuu)
Ponte Ryuurui (Ryuu) is a Tokyo based multi-genre artist, author and educator. Currently focusing on 3D hard surface concept art and creating 3D courses for Blender. Ryuu is also a professional portrait photographer and a certified Master of Japanese calligraphy with All Japan Calligraphy and Literature Association, as well as an author of several books on the subject of Japanese writing systems.