Here's a highly detailed tutorial series on preparing assets for realtime use - including retopologizing, baking normals and additional texturing in Substance Painter.
jayanam writes:
This is a video tutorial series in which I show the workflow on how to create a game asset from the high poly model to the low poly version.
I hope you like the series, you can download the models and textures for free from my Patreon account.
1. Sculpting the high poly model with Blender
2. Retopology with 3D-Coat
3. Alternative Retopology tool: Blender & Retopoflow
4. Manual UV Unwrapping with Blender
5. Baking normal maps with Blender Cycles
6. Texturing with Substance Painter
7. Export the textures and import to Unity and Unreal Engine 4
8 Comments
Nice tutorial, but you shouldn't do these half circles in UV's. Use same principle as unwrapping a cube to get best results.
@QQ: Thx, and yes, I could get rid of some seams here, next time:-)
This is awesome. Just what I need :) Thank you Matthias!
Thx, you are welcome!
Very nice workflow indeed I would have liked to see an alternate version of the texturing part using Blender.
Thx and yes, I understand this. In my next series I will come up with character creation and I will use a combination of texture painting with Blender and normal painting with Substance Painter.
Just awesome ! thx
nice tutorial, very informative and clear for such short videos, ive seen much MUCH longer videos not get the point across - so well done!