Blender 2.8 & Unity | An express Guide for making Game Assets

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Wohhoooo! Blender 2.8 beta is finally there and officially in beta. And if they say, that it is a beta, than it really is a release candidate and as a unity develop I would even go further and say, that it is stable enough to use it for productive work. Combine this with the new Unity 2018.3 and their prefab workflow and you got a completely new experience is managing game objects.

This time I tried to get everything in just one single video. You will see how to model, texture, rig, animate and export a blender 2.8 model to unity 2018.3. I will talk about everything that changed. Especially how you use eevee instead of the blender renderer and keep you workflow.

#blender #unity #gamedev
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I wasn't ready for the animation xD

junpeiiori
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I love that you went through the entire process from start to finish, modeling, texturing, rigging, etc! Thanks I'm going to go try it now!

nacs
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the problem with starting with a dog is that you have to keep in mind that you MUST include script that allows the player to pet the dog or people will hate you.

PorkandBeans
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this is the part where solo game development becomes exhausting cause imagine making the endless amount of 3d models in ur game urself...

evenprime
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What a beautiful time to be alive, where anyone can develope a game with a little effort and imagination! 🖤

ganjacat
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30:06 when your dog "accidentally" eats your shrooms

giorgosmerk
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It's not a fun process, but the way I import the textures to Unity from Blender is:
*In the texture nodes, disable all but 1 type of map for _every_ material on an object (for example, if you use Color/Diffuse, Specular/Gloss, AO, Normal maps, disable all the maps except for the Color/diffuse)
*Bake all the textures of a single type, into a single map for the full object (If you have a room with wood floor, painted walls, and spackled ceiling, you bake all 3 of those diffuse maps into 1 map for the full room object)
*Repeat baking full object maps for the remaining texture maps type by disabling all but 1 of the textures types

So instead of having lets say 3 diffuse, 3 specular, 3 AO, 3 normal maps assigned to different parts of a single object, you would end up with maps that combine all 3 textures into 1 map for: 1 diffuse, 1 specular, 1 AO, 1 normal. These individual full object texture types can be dragged into Unity

If you save your blender scene in a Unity Assets folder, or export it to unity as an .fbx, you can then assign the full texture maps to the object without rebuilding the object.

DiscombobulatedSenpai
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This is exactly what I was looking for.
This is the best video to start with blender for Unity.

santiagoley
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i was literally not ready for the animation, it has me LMAO xD

billy-cgqq
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Thank you so much. This is the best blender vid I have seen in the past 6 months!

rileysandford
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The comments said the animation was amazing but I still wasn't prepared. I burst out laughing.
I can't tell if you're being this funny on purpose but just stuff like you consistently referring to his paws as "ze feets" gave me giggle fits. I think maybe it's because it's so late at night.

kajedhorrors
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Needed this thanks before my character was a bean with arms now it’s a person

GuiltyNerves
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I have to use 2.6 because computers are stupid and this tut still worked almost beat for beat. My dog looks like an abomination but i still learned ALOT! Thanks much!

NEFxDEF
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This video is very useful for me especially the uv unwrapping and texturing part.

jobbydude
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With blender 2.8 they really improved the window presets. Instead of changing your viewport all the time you could just switch to i.e. the UV tab

XMaster
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love how you have referenced that it is the updated version of the previous 4-part series that you did, and in One Video! Amazing. Didn't even start but from your past videos this is gonna be amazing.

noreasonchannel
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Thank you for the tutorial... took me 4 hrs :|

anyways, it's good enough to give me a basic understanding of the whole workflow... that I can now work with and have had a difficult time understanding before.

I'd suggest showing the process of importing, it seemed like it sorta skipped between export to already being in there... but it's not that big of a deal either as it's almost self explanatory.

thx again, great help!

Benjackalope
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if you name the leg bones something like backleg.R and backleg.L before parenting with automatic weights, you don't have to apply the mirror modifier. blender will understand and automatically assign mirrored vertex groups for each leg separately. I found this out doing a little exploring on the forums :) that way you can keep the mirrored effects for readjusting the texture later (unless there is a way to do this im not aware of even after you've applied the mirror modifier). i'm still a beginner, so there might be a way to do this i don't know about.

AuroraAlchemy
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Wow, this makes it look way easier than i though it would be

brimstonesulfur
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30:04 epic dog walk!
Thank you for the tutorial, I love it!

secondsagoyearsago