riversongs Posted April 10 Report Share Posted April 10 Free Download New. Weapon Modeling For Aaa Games In BlenderPublished 4/2024MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHzLanguage: English | Size: 22.46 GB | Duration: 24h 29mWe are going to model AK-47 from our first primitive to complex model for AAA games using Blender and Substance painter.What you'll learnBlender interface and toolsModeling techniques (hardsurface, subdivision)Weapon creation pipelineUV unwraping process with UDIMSHighpoly creation with modifiersExport/ImportSubstance painter interface and toolsTexturing workflowsRendering prosessPost processing in Luminar neo(optional)RequirementsNo requirements , we will learn everything in processDescriptionYou will learn to work in the coolest and rapidly evolving 3D package, which in my opinion is Blender.You will master the use of Substance Painter, which is currently the most in-demand software in the market for texturing game models.You will build and texture a AK-47 model that can be integrated into any game engine and game.This course is the largest course I have ever done. It took more than three months to develop. My goal was simple: to teach Blender and Substance Painter from scratch and to bring students to a level that meets all the standards of the modern gaming industry.We will start by dissecting the Blender program and learn from scratch:the program interfacenavigation in the viewportBlender settingstools (all of them)working with modifiersdownloading and learning to use many useful addonsand everything else necessary for a quick start in the program.Next, we will set up reference images and start modeling our objects. During the modeling process, I will explain all the necessary nuances so that, based on this model, you will be able to independently build and assemble any other model after completing this course. You will be provided with a collage of reference images for work. I will also show you how to work with a small program for reference images (Pureref).Primarily, we will use Hard Surface modeling techniques to create objects, but also, for general development, we will build a couple of objects using subdivision.After the modeling stage, we will move on to the UV unwrapping stage and learn to use Udims (multiple UV squares for one object). I will try to acquaint you with all the intricacies of this process.Then we will create the high-poly version of our object for further baking deformation maps in Substance Painter. We will create high-poly in Blender, through modifiers, and, in a couple of moments, sculpting. At the moment, I believe this is the simplest and most convenient way to create high-polygon models.After that, we will export our models in OBJ format and import them into Substance Painter to bake deformation maps and texture them. And we will start our work stage in Substance Painter.First, I will teach you how to work in the program. Again, this includes:navigationbaking deformation mapsinterfacelayer systemsettingstoolsmasksgrunge and generatorsfilters and everything you need for free work in Substance Painter.After that, we will create material after material and texture our model using many diverse and cool texturing techniques and reference images. After the course, you will be familiar with the overwhelming majority of techniques that I know myself. Including:Creating various texturesPoint placement of scratches or any other defects through overlay modesEmbedding hard surface details in the normal map (decals) and much more.After the texturing stage, we will export our texture sets and import them into the Blender file, properly load them, and fix any problems that arise.Next, we will set up the scene for rendering. The rendering stage will include:Creating composition and backdropSetting up and adjusting the cameraSetting up and adjusting lightingRender settingsRendering multiple compositions (you can see them in the promo video for the course)Flyover of our gun with the camera (also seen in the promo)Compositing in the third-party program Luminar neo (Optional step, you can skip it).In the end, you will be able to work in 2 programs (actually in 4 if you count Pureref and Luminar neo), learn to build, texture, and render complex and modern models, and take a giant step towards working on game creation.OverviewSection 1: Blender introLecture 1 Addons and PurerefLecture 2 Viewport navigationLecture 3 SettingsLecture 4 Windows controlLecture 5 Orthogonal viewsLecture 6 ToolsLecture 7 Object creationLecture 8 Tool shortcutsLecture 9 3d cursor and originLecture 10 Global and local coordinatesLecture 11 Shading pie menuLecture 12 Components selectionLecture 13 ShadingLecture 14 Component toolsLecture 15 Transform centersLecture 16 SnappingLecture 17 Join and mergeLecture 18 CleanupSection 2: AK-47 modelingLecture 19 Reference installLecture 20 StockLecture 21 Stock 2Lecture 22 Stock metall detailsLecture 23 CleanupLecture 24 MagazineLecture 25 Magazine 2Lecture 26 Lower recieverLecture 27 Plastic gripLecture 28 Metal around triggerLecture 29 Metal around trigger 2Lecture 30 triggerLecture 31 Fire switchLecture 32 Upper recieverLecture 33 Upper reciever 2Lecture 34 Upper reciever 3Lecture 35 LaddercubeLecture 36 ShutterLecture 37 SightboxLecture 38 Sightbox 2Lecture 39 Sightbox 3Lecture 40 IronsightLecture 41 SwitchLecture 42 Handguard bottomLecture 43 Handguard topLecture 44 Metal capsLecture 45 BarrelLecture 46 Barrel 2Lecture 47 Barrel 3Lecture 48 Barrel 4Lecture 49 Ironsight on barrelLecture 50 ShompolLecture 51 Muzzle breakLecture 52 Renaming panelSection 3: UVsLecture 53 UV basicsLecture 54 CheckpointLecture 55 UV 1Lecture 56 UV 2Lecture 57 UV 3Lecture 58 UV 4Lecture 59 UV 5Section 4: Highpoly creationLecture 60 HighpolyLecture 61 Highpoly 2Lecture 62 Highpoly 3Lecture 63 Highpoly 4Lecture 64 Highpoly 5Lecture 65 Highpoly 6Lecture 66 Applying modifiersSection 5: FloatersLecture 67 FloatersLecture 68 Floaters 2Lecture 69 ExportSection 6: Substance painter introLecture 70 Project settingsLecture 71 NavigationLecture 72 Interface overviewLecture 73 Baking menuLecture 74 New bakerLecture 75 LayersLecture 76 ToolsLecture 77 Tools 2Lecture 78 BrushesLecture 79 MasksLecture 80 SmartmasksSection 7: AK texturingLecture 81 BakeLecture 82 GripLecture 83 StockLecture 84 Metal with bumpsLecture 85 Base metalLecture 86 Base metal 2Lecture 87 ShutterLecture 88 DigitsLecture 89 MagLecture 90 BarrelLecture 91 Export , Decals and Anchor poinsSection 8: RenderLecture 92 Bullet modelingLecture 93 BackdropLecture 94 Light setupLecture 95 Composition 2Lecture 96 Composition 3 and 4Lecture 97 LuminarLecture 98 Final videoFor beginners and blender enthusiasts,3d artists and future 3d artistsHomepagehttps://www.udemy.com/course/new-weapon-modeling-for-aaa-games-in-blender/Download ( Rapidgator 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