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Game Asset Workflow: A Complete Blender Guide

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Game Asset Workflow: A Complete Blender Guide

Master Game Asset Creation in Blender: A Step-by-Step Guide to Modeling, Sculpting, Texturing, UVs, Optimization and Exporting for Game Engines. Early bird sale! 25% off till Monday 3rd March 2025.

Have you ever wanted to create stunning, game-ready assets but felt overwhelmed by the technical challenges? This course presented by Aidy Burrows and Gleb Alexandrov of Creative Shrimp is your ultimate guide to mastering the entire game asset workflow in Blender.

Key Features

• 11+ Hours of Video Content: Comprehensive step-by-step tutorials, 1440p, 60fps
• Complete Workflow: From blockout to export, covering modeling, sculpting, texturing, optimization, UVs and baking
• Real-World Project: Build an ancient wall asset in Blender
• Open-source Workflow (Software Used: Blender 4.3 and Godot 4.3)
• Skill Level: Beginner-Intermediate

Difficulty: Beginner-Intermediate

It would definitely help to have some familiarity with Blender's interface, basic tools and menus as this isn't a course for absolute beginners.

Instructors

Gleb Alexandrov - 3D Artist at Creative Shrimp, presenter of the acclaimed Cinematic Lighting and Blender to Resolve courses doing art directing, sculpting & materials/texturing for this course.

Aidy Burrows - 3D Artist at Creative Shrimp, gamedev veteran and Blender expert doing asset optimization, UVs, retopology and texture baking for this course. 

Contents

This course is more than 11 hours of step-by-step tutorials that cover the entire game asset creation process from blockout to exporting a game-ready 3d asset with baked textures.

The whole process is split in two sections: Designing the asset (A) and Preparing it for game engines (B).

Section A: Designing the Asset

Chapter 1: Blockout

You'll begin with the fundamentals of modeling, learning simple yet effective techniques to create a watertight mesh that's easy to remesh for sculpting. As the chapter progresses you’ll be introduced to more advanced modeling techniques.

Chapter 2: Highpoly Sculpting

Next, you'll dive into sculpting and detailing, where you'll handcraft realistic wear, erosion, and weathering using standard sculpting brushes, as well as create custom vector displacement brushes to bake high-quality displacement maps.

Chapter 3: Depthmap-based Displacement

You'll also explore alternative detailing techniques, such as creating bas-reliefs without sculpting and extracting depth maps from images for displacement.

We'll also briefly touch on some potentially controversial AI-driven methods, such as using Stable Diffusion for tasks like depth detection, and as a bonus, for generating images.

This can be safely skipped if desired, though we understand that it’s also useful to stay aware of these new options cascading from Pandora's box.

Chapter 4: Texturing & PBR Materials

Moving on to texturing and physically-based materials, you'll bring your assets to life with realistic textures and finely crafted surface details.

We’ll be using multiple albedo, roughness and normal maps, and blend them together in multiple ways using occlusion, edge highlighting, procedural noise and so on.

Section B: Optimizing for Game Engines

At this point we’re using millions of polygons, but that high resolution isn’t going to cut it in most games, that’s a lot of data to have to store on disk even for something like unreal engines nanite tech, so that’s where the optimizing for game engines process will help us.

Chapter 5: Optimizing Introduction

We cover a few different ways to achieve the low polygonal version of the mesh in the course, but we’ll start off with one of the most convenient decimating methods. 

Chapter 6: Normals

A key part of the optimizing for games process centers around ‘normals’. Here you’ll get familiar with the fundamentals and how we’ll be wielding vectors to create the magical illusion of high resolution detail on low resolution meshes.

Chapter 7: Simple Asset

Soft or Hard edges? Seams or no seams? In this chapter you'll quickly be brought up to speed about the whole optimizing process using a super simple mesh. Explaining many of the considerations we need to make and how it all links together.

This will help to put into context a lot of the questions that can come up about HOW and WHY to approach your final optimized asset.

Chapter 8: Decimation

How low is low enough? Here’s where you’ll create the first low polygonal mesh that can be used in game. The decimation process will be our first go to option - it can get us a very usable result reasonably quickly when compared to the more manual retopology processes. 

Chapter 9: UV Fundamentals

Should we want to optimize it for faster renders or send it into an external engine such as a game environment we’re going to need to start with some UV’s. 

Chapter 10: Custom Triplanar Mapping

There are some limitations with the standard box mapping when it comes to rotating our texture coordinates so to get the most out of it we’ve also included a custom box mapping node setup to get around that limitation with steps on how to use it.

Chapter 11: Texture Baking

If we had to pick the most important chapter it’d be this one, this is where all the work we’ve done finally pays off or to put it another way, this is where the magic happens. 

The final piece of the puzzle, in this chapter you’ll create a series of textures to trick the eye into thinking there’s much more geometry going on than there really is.

Chapter 12: Exporting

Now it’s time for any last minute preparations needed before exporting, and then we’ll demonstrate the process for exporting to Godot.

Bonus Content

Alternative modeling techniques to generate another version of our low polygonal asset. 

The ‘standard’ shrinkwrap retopology process is covered while exploring the poly-quilt tool.

We also go through the whole process (modeling to baking) with a rebuilt low polygonal mesh with an emphasis on more quad-based topology for maximum control. 

30-day Money Back Guarantee

We're confident you'll love the course, though should there be any issues please rest assured there is a 30 day money back guarantee!

Dedicated Students' Chat and Support Channel

There's a dedicated Discord chat and support channel available for the course owners. Get feedback and share your ideas/thoughts with us.

For more information visit CreativeShrimp.com

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