FBX Workflows for Blender to Unity
Learn to harness the power of Blender and prep your assets to use in Unity
What you'll learn
Often when people begin learning Unity, they reach a point where they need to create 3D assets of their own. Starting out, this can involve an unexpected financial commitment, coupled with a new learning curve. Blender is a modern, open-source, free-to-use 3D Modeling and Animation program that utilizes similar asset pipelines to programs such as Maya and 3DSMax. This course will take you through the essential pipeline you’d find going from any 3D modeling software to a game engine. By the end of the course, you’ll know how to create a hard-surface model in Blender, unwrap it for texturing, apply materials, set up its hierarchy and animate it. Finally, you’ll send it all to Unity where it can be prepared for interactivity and real-time rendering. Required Software: Blender 2.8 Unity 2019.1
Table of contents
- Blocking in a Seat Model 7m
- Continuing the Modeling Details with Bevels and Loop Cuts 6m
- Marking Seams for UV Wrapping (Part 1) 3m
- Marking Seams for UV Unwrapping (Part 2) 5m
- Adding a Base Color Texture Using Texture Paint in Blender 10m
- Adding Details to the Seat with Bevels 8m
- Adding Metallic and Roughness Maps Using Texture Paint 7m
- Painting a Height Map to Use as a Normal Map 5m
- Painting Extra Detail in the Diffuse Map 3m
- Matching Color Channels to Unity's HDRP Shader Using the Compositor in Blender 7m
- Testing the New Textures Inside Unity 4m
- Making a Simple Outer Shell for the Vehicle 5m
- Using Loop Selections and Bevels to Create a Frame for the Vehicle 3m
- Separating Part of the Model to Make a Door 4m
- Adding a Glass Material and Viewing It in the Eevee Renderer 4m
- Bridging Loops and Flipping Normals to Create Solid Interiors 7m
- Making Lights with Emissive Materials 6m
- Modeling the Flexible Arms of the Vehicle 6m
- Modeling the Engines 7m
- Testing the Updated Vehicle in Unity 8m
- Beginning the Armature with Rigid Bones 6m
- Making the Deformable Bones 3m
- Parenting the Rigid Objects to the Armature 3m
- Using Automatic Weights to Assign the Flexible Bones to the Armature 2m
- FBX Workflows Blender Unity 7m
- Creating a Pose Library in Blender 5m
- Adding the Diagonal Movements to the Pose Library 8m
- Creating an Animation Timeline from the Pose Library 5m
- Setting up Physics and Adding the Movement Script in Unity 3m
- Animator Controller in Unity 5m