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 chapters you’ll examine:
1). Polygonal modelling techniques for building 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.
More about the Instructor:
Alan Thorn is a game developer, author and educator with 15 years industry experience. He makes games for PC desktop, Mobile and VR. He founded 'Wax Lyrical Games' and created the award-winning game 'Baron Wittard: Nemesis of Ragnarok', working as designer, programmer and artist. He has written sixteen technical books on game development and presented ten video training courses, covering game-play programming, Unity development, and 3D modelling. He has worked in game development education as a visiting lecturer for the 'National Film and Television School', as a Lead Teacher for 'Uppingham School', and is currently a Senior Lecturer at 'Teesside University' where he helps students develop the skills needed for their ideal role in the games industry.