TREAD takes us on a ride through the entire workflow of hard surface asset creation, from start to finish line.
Now streaming on CG Cookie: https://b3d.cgcookie.com/SgEVZJ
We’ll explore how we can harness modifiers and non-destructive modeling techniques in Blender to design complex models with relative ease. We will discover some tools to help us create efficient UV unwraps which will also play a critical role in clean, high quality textures. Using Substance Painter, we will generate those textures which will bring life into our model. Finally, we will look at importing our game-ready asset into Unreal Engine and set up a material using our texture maps.
The techniques explored in TREAD will provide a universal basis for tackling any future hard surface modeling, and build a foundation for understanding the game asset pipeline in its entirety.
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