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Blender Game Asset Modeling Tutorial (Part 5) 

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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26 фев 2017

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Комментарии : 10   
@andrewrahn6389
@andrewrahn6389 7 лет назад
You have some really great tips and tricks that are very helpful to new blender users (such as myself) . Love the vids and keep up the great work. :)
@dantess2693
@dantess2693 7 лет назад
Do you cover making normal maps for a low poly version in this video series? Great videos by the way, I'd like to see more like this
@G1NGERBOY
@G1NGERBOY 5 лет назад
why did you build the lock into the door when you could have just used another piece for the lock and cut your poly count way down?
@Clairvoyant81
@Clairvoyant81 6 лет назад
Really helpful tutorial series so far. I have a question, though: Around 6:25, you're satisfied with the cleanup of the door mesh. I was wondering if there's a reason why you're not removing those horizontal edges between the "insets". If I'm not mistaken, those two horizontal edges could be removed completely, further reducing the tri count. Is there a specific reason you don't do that or was it just for tutorial purposes (i.e. keeping the cleanup a bit shorter)?
@AlienMinefield
@AlienMinefield 6 лет назад
Part of it is not spending too much time on cleanup, part of it is helping to avoid shading artifacts. In this case, I probably could have deleted those edges and everything would have been fine. Sometimes though, having too many edges converge at a single vertex at all sorts of strange angles can result in bizarre shading if you ever change the smoothing groups. For this asset, it really could have gone either way, but I decided not to go over it for tutorial purposes, as it's generally not a significant issue.
@Clairvoyant81
@Clairvoyant81 6 лет назад
Wow, that was quick! Thanks for that answer and pointing out potential issues even if they might not come up with this model. Good to keep these things in mind.
@moover123
@moover123 7 лет назад
How did you makes these the same height? Did I miss something or did you cut that off as well? Very nice videos btw. Thanks a lot.
@JasperLaw
@JasperLaw 6 лет назад
for anyone watching in 2018... select your cylinder -> edit mode (tab) -> add edge loop (ctrl+r, double click) -> face selection mode (ctrl + tab) -> lasso select lower polys (ctrl+left click drag) -> delete faces (x). I had to do that last part (lasso, delete) twice for whatever reason.
@thebigtricky9156
@thebigtricky9156 6 лет назад
all that effort for that door, jeez, seemed realy uneccery, i just made the door then added new object for that lock.
@CrushingJosch
@CrushingJosch 5 лет назад
Exact my same thought throughout the last videos... Working with a simple plan and the required edge loops on it for the indents would have been a lot quicker... But anyways - nice tutorial series ;-) !!!
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