Works as a Graphics artist and developer for Software Alchemy, a mobile application and games development company situated in Norfolk, England.

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Two videos have been uploaded that help demonstrate the workflow that we go through within blender to complete a game character ready for import into unity game engine.

Step:-

1) Make a final decision on the look of a particular character.
2) Use the box modelling technique to create the character. Use the mirror modifier and proportional editing in edit mode.
3) UV unwrap the model before applying the mirror modifier. Remember that the character will be placed on an atlas to help reduce space and draw calls. Texturing and unwrapping only half a model will reduce the number of seams and allow more detail to be included in the texture.
4) Bake out the Ambient Occlusion to an images and export the UV layout to another image.
5) Within Gimp import the UV Layout and AO texture to two distinct layers. The AO layer will sit above any layers you will add in Gimp. Use a layer mode such as hard light or overlay for the layer mode of the AO layer. Images should be either 256x256 512x512 1024x1024 or 2048x2048.
6) Build your rig around the model and apply.
7) Animate the character,we usually include a walk cycle, attack and idle.
8) Re-topo the model and re-apply the rig and animations. We often use Atangeo Balance :- Atangeo.com which is free for 16k tri models, but well worth the investment.
9) Shrink the UV's in blender by scaling .25 and re-position on atlas. Atlas is created by scaling images of characters to 256x256 and applying on a new layer within a 1024x1024 image in Gimp.

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