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Blender Game Asset Modeling Tutorial (Part 10) 

AlienMinefield
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Welcome to another tutorial series. I'm working on an indie game and I wanted to share my progress and explain the tools and techniques I use at the same time. This week, I'll go over how to use Blender to do low resolution hard surface game asset modeling and UV unwrapping.

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28 июл 2024

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Комментарии : 9   
@giantswing3175
@giantswing3175 6 лет назад
This is incredible, the way you explain things is so clean and professional, I don't understand how this doesn't have more views, superb work!
@Redeagle33Benni
@Redeagle33Benni 6 лет назад
Great series!
@fluffyluffy884
@fluffyluffy884 7 лет назад
Again on the cables you should unwrap then apply modifier unless you are going to texture each cable differently.
@AlienMinefield
@AlienMinefield 7 лет назад
In hindsight, you're right. I should have done this. I used to be a Maya user and it doesn't have things like the mirror modifier, so I'm used to having all of the polygons unwrapped separately. Thank you for the feedback. I really appreciate it.
@callmecraig3046
@callmecraig3046 6 лет назад
That makes sense now when he made the bar for the doors and said he wasn't going to duplicate it for the UV unwrapping I thought about the cables. That helps a lot thanks for the tutorial and techniques.
@dantess2693
@dantess2693 6 лет назад
I couldn't see the seams that you created in the vertical bars because you fast forwarded aha
@filiphron3147
@filiphron3147 6 лет назад
Alien, are you James Damore?
@ljgv2
@ljgv2 6 лет назад
Why don't you hide the objects instead of move? 4:33... that was the first thing that I learn from my modeling clases ahhahah.
@saviofernandes9558
@saviofernandes9558 5 лет назад
He can use the "/" to edit an object in a isolated zone as well, its very simple and works nicely.
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