Creating a Sci-Fi Gun in Blender
Throughout these lessons we'll be creating a game-ready sci-fi weapon. Software required: Blender 2.71, Gimp 2.8, Unity 4.34f1.
What you'll learn
Throughout these lessons we'll be creating a game-ready sci-fi weapon. We'll use Blender as a single stream tool for asset creation. Initially we'll be going through mesh modeling techniques which we'll prepare for game engine work. Then we'll move to sculpting where we'll have an overview of Blender's new Dyntopo tools. Finally we'll be using the texture painting tool-set to create multiple maps and effects. Our target game environment will be Unity but these techniques can be used for any real-time environment. Software required: Blender 2.71, Gimp 2.8, Unity 4.34f1.
Table of contents
- Important Hotkey Overview 9m
- Setting up Blender's User Preferences 6m
- Modeling the Volumes of Our Mesh 8m
- Building the Upper Shield, Central Tank, and Gun Barrel 8m
- Creating the Chamber and Trigger Setup 8m
- Adding the Trigger Guard and Additional Volumes 9m
- Using the Curve and Array Tools 9m
- Adding Detail to the Heatsink and Gun Barrel 7m
- Introducing Dynamic Topology 8m
- Sculpting and Smoothing Our Forms 9m
- Designing the Base Sculptural Detail 9m
- Masking and Importing Textures 9m
- Detailing the Handle and Pommel 10m
- Finishing up the Pommel and Starting the Shield 8m
- Completing the Shield and Sculpting the Trigger Guard 9m
- Discussing Creative Process, Iteration, and Self Critique 9m
- Finishing the Trigger Guard and Creating a Shell 9m
- Positioning the Shells 9m
- Engraving the Ammo Loader 9m
- Occluding Seams 8m
- Preparing Our Model for Our Game Engine 7m
- Detailing the Gun Handle 8m
- Cleaning the Model up for UV Unwrapping 9m
- Unwrapping Our Mesh 9m
- Addressing Unwrap Issues 9m
- Completing the UV Unwrap 7m
- Painting Our Mesh 9m
- Utilizing the UV Editor to Paint 8m
- Completing the Base Diffuse Map 8m
- Baking Normal Maps 7m
- Fixing Normal Map Errors in Gimp 9m
- Setting up Our GLSL Preview 9m
- Developing a Simple Specular Map 9m
- Face Selection Masking and Stencil Mapping 8m
- Detailing Our Metal 9m
- Completing the Diffuse Map 8m
- Adding Normal Information via Texture Paint 8m
- Baking Normal Information 10m
- Preparing Our Texture Maps for Unity 6m
- Importing and Setting up in Unity 7m