[Tutorial] Blender to Unity in 4 Easy Steps

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[Music] [Applause] hey there boys and girls my name is Kyle better known these parts as blend craft and today we're going to be making a tutorial on creating a game ready asset in blender now to do this we're going to be following my standard workflow we'll start with ideation and then we'll continue to Creation unwrap texture normal map and then we'll bake on the ambient occlusion then once you're ready we'll export from blender and bring it into Unity then it's just a matter of setting up our material sounds easy right yeah I think so too if you're interested in skipping ahead to a specific part of the video click on the onc screen annotations now if at any point you realize that you don't give a about what I'm talking about feel free to skip ahead the time codes are in the description below all right we're going to start by talking about a solo and team oriented workflow on a team you could have someone that creates concept sketches then passes those sketches onto a 3D artist who models the objects and then passes the objects onto the artist who unwraps and then creates a diffuse and specular a mission and elusion and normal Maps who then passes those files onto a person who's in charge of creating the material within the engine but only if the project needs specific shaders and then the environmental artist creates the well you know the environment and then finally Code Monkey programs the object to do whatever it's supposed to do sounds messy right yeah it can be luckily we're a bunch of low-l Scrubs and we don't have friends so uh we don't have to pass files around as much so let's talk about a solo workflow my standard workflow is usually just creating some type of digital sketch and since I suck at Art usually looks like a todler drew it then I model it unwrap it create a diffuse a normal and an ambient exclusion map then I bring everything into Unity save it as a prefab and I'll work on it later now that we know what we need to do and what order to do in let's just get started we'll start in blender with a new scene I have a custom scam set up with no default object so if you have that basic Cube delete that once you're done your scene's Barren slap that space key and type in the word Circle then select the mesh Circle option if your tools menu Isn't already available hit the T key then change vertices to 16 next we'll switch into en mode with the Tab Key then e to extrude and press Z to move only on the z-axis and then we'll need to type 0.1 once we have that we'll extrude again but this time we'll move 0.9 units then we'll extrude again move it 0.1 extrude 1.2 and extrude 0.1 again then we'll extrude 0.9 and then 0.1 again now before we move on we need to flip the normals to do this select everything with a and then in the shading sluv tab we'll click recalculate now we'll select our smaller sections to do this we'll switch to face select mode and select a face to start with we then need to rotate around the object selecting new faces while holding the control key once everything is selected we'll extrude it but we don't want to really extrude it we want to scale it so we'll press s and we don't want to scale it on the z- axis so we'll press shift Z to restrict our scale to the X and y- axis and then we'll scale it to 1.05 next we'll set the top and bottom of our Barrel to do this we'll need to switch to Edge select mode and while holding alt select one of the edges then while holding shift alt we'll select the other three edges then we'll extrude it switch to scale restrict Z and scale to 0.95 while you're still on edge select we'll select the top and the bottom of our Loop and press F to create a face then we'll select the side and press F to create all the other faces if yours isn't creating the faces for you well it sucks to be you you have to do it the hard hard way once the top is finished grab one of the bottom loops and press F to create a face across the top if it doesn't automatically create a face then you have to do it manually do not create one face across the entire top this will create what's called an ingon our polygon should never have more than four connecting vertices for animation you shouldn't have less than four meaning you shouldn't have any triangles with game asset creation since it's imported all the faces are converted to triangles anyways so we can make triangles all we want now we're going to do the same to the bottom since we have to go inside the barrel to create the face in the bottom we might as well the extra faces we created when we scaled in originally for the Final Touch we need to add two caps to do this just left click on the top of your barrel and create a new Circle change the vertices to eight switch to vertex select mode and scale your circle down extrude it on the Z and cap it off with f don't forget to recalculate your normals now we need to duplicate it to do this just press shift and D but before you move it restrict the z-axis once it's in place you can scale it down when scaling you should also restrict the z-axis once you're happy we can begin our unwrap we start an unwrap by making seams to do this we need to switch to Edge select mode and start selecting The Edge loops and then we mark them as seams by hitting CR e and then selecting Mark seams once we created all the horizontal seams we need to create some vertical seams down the front of our object don't forget the seam on the inside the barrel lip next we'll open a new window so we can see our unwrap to unwrap select everything with a and then press U and select unwrap to make this unwrap more efficient we're going to overlap some UV since they'll have the same texture anyways in fael mode select the top and bottom caps switch to orthographic which is five on the numpad and then top view which is seven on the numpad if you don't have a numpad I I can't really help you I I honestly don't know how you don't have a numpad my Dell notebook from back when Dell wasn't a shitty company has a numpad and that was like a decade ago did you like specifically look for a keyboard without a numpad cuz I honestly I don't understand I I you're on your own you're on your own kid anyways slap that Yuki again but this time select project from View and then in your unwrap hit G and move that far away we'll position it later then we need to select all the circles since they're all going to be the same color again make sure you're an orthographic View and on the top and then project from view then move them away next we'll mark our seams for our caps unwrap them select it and move it away now that we have everything ready we can start positioning select everything and press C CR a this will average the island sizes to save more space I will manually overlap some of the UVS to make sure everything's perfect I'm going to turn on snap and switch its mode to vertex snap once everything is positioned we can export the UVS by going to UVS menu and then selecting export UV layout I'll save mine to the desktop then we'll be opening in Photoshop if you don't have Photoshop uh just buy a copy it's like $6 it's worth it trust me now we'll pick our colors for the diffuse map and pain them in I want a simple on my Barrel so I created one in another tab I'm just going to copy and paste it in here and scale it down to make this all I did was Google Vector art fire and I traced one of those images I want mine to be placed right in the middle of the barrel then we're going to save our texture back to the desktop as a PNG now for the normal map I'll create a new layer under my symbol Sy and then merge the two layers with that new layer selected I'm going to add filter and under the 3D section select generate normal map I'm going to switch my object to texture map so I can see it better for detail scale I'll set it to 10 and for the settings I want low to be 100 medium to be zero and high should be about 50 then we slap that okay button and save our normal map back in blender we need to open up our Barrel's texture to apply it we'll switch to a material Tab and create a new Barrel material if your material tab looks a little bit different than mine you're probably not in Cycles Render up at the top switch over for the color we don't really want color we want our image so on the dot click on it and change it to image texture then in the drop down you should select our texture if our texture isn't there just click open to find it on the desktop if your symbol is upside down just flip the UV on the x-axis 180°. now we'll create our ambient occlusion map to do this all we need to do is create a new image I'll call mine AO Barrel next we need to switch over to the node editor once there select the image texture node and switch the image to our AO texture in the world settings tab make sure ambient inclusion is check then in the render tab we need to turn up the samples I usually keep mine about 512 under performance we want the X and Y to be 256 this is because we'll be rendering off our GPU instead of our CPU basically we're using a graphics card to do all the work because they're really really good at rendering stuff it's what they do at the top you want to select GPU compute for your device if you don't have that option press contrl alt U and under the systems tab switch your compute device mine is opencl because I have an AMD graphics card if you have an Nvidia card you should see Cuda there once you like that you should be able to use your GPU if you don't have a graphics card or your card is so old it doesn't have any CTIC cores or open C support just render with your CPU but make sure your number for the X and Y values are eight CPUs love small numbers however it doesn't seem to help that much it's still going to take a while you know I bet you're the same person who won't buy Photoshop aren't you all right once you're ready to bake scroll down to the bake section for the type select ambient occlusion the basic margin is fine and click bake now we wait you know if you're like me you you probably position position yourself inches away from your monitor and you're just staring at your screen waiting for it to finish it'll be any day now then when you're done you'll have your AO map switch back to UV image editor and save your map to your desktop back in the material tab we're going to want to remove our texture then the object tab we should rename our object as Barrel now we're ready to export you want to go to file export fbx select mesh navigate to our desktop and slap that export button now we need to import into Unity to save time I'll just drop the files into my Project's assets folder it's faster than importing them each one at a time finally we'll create a new empty game object name it Barrel resets transform and drop in our Barrel mesh then manually sets position to 0 0 0 there should be a materials folder in there there should be a no name material rename it to matore barrel and then back in our assets folder we need to apply our Maps our UV map goes in the top one the AO map goes in the occlusion spot and the normal map goes in well the the normal map spot it'll tell you that the normal map isn't actually normal map so just tell you need to fix it for you if you add a plane you might notice the light is shining through your model just select the directional light and set the normal bias to zero if your texture looks a little blurry or pixelated you might need to go into the texture setting and override your max sizes there you go you now have a finished game asset and it's looking sexy as all right that's it for me my name's Kyle and you just learned something cool today see you next time
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Channel: Kyle Andrews
Views: 110,813
Rating: undefined out of 5
Keywords: blender, unity, tutorial, 3d, low poly, easy, fast, simple, 4 seps, steps
Id: 71rRJBqu2KE
Channel Id: undefined
Length: 9min 18sec (558 seconds)
Published: Fri Jan 13 2017
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