Blender and Unity Workflow- Part 3 is up!

Posted by (twitter: @ZakaryReynolds)
May 6th, 2014 12:43 pm


Part 3 of my tutorial series on beginner Blender modeling and getting it to behave with Unity is up! You’ll create the character model by the end of this post, and learn a lot about Blender controls and the main tools along the way šŸ˜€


I createdĀ SailĀ using this process, so if you like my style of low-poly graphics and are wondering how on earth I made the models, UVā€™d, textured, rigged, and animated them all in 48 hours, you might be interested in this series! Iā€™m trying to crank out a post per day for the next week, each covering a different aspect of the workflow.


We’re ready to start modeling! For organic models, I almost always start with a Subsurf’d cube as a base. This gives you a nice, round shape with a lot of faces to work with. “Subsurf” stands for “Subdivision Surface,” and it’s a Blender modifier. In the words of theĀ Blender Wiki:

Modifiers are automatic operations that affect an object in a non-destructive way. With modifiers, you can perform many effects automatically that would otherwise be tedious to do manually (such as subdivision surfaces) and without affecting the base topology of your object.Ā Modifiers work by changing how an object is displayed and rendered, but not the actual object geometry. You can add several modifiers to a single object to form aĀ Modifier StackĀ andĀ you canĀ ApplyĀ a modifier if you wish to make its changes permanent.

I primarily use the Subsurf and Mirror modifiers in my models. Subsurf subdivides the faces of your model, and by default it also rounds the shape. I usually Apply the Subsurf modifier immediately, so that I can work with the new shape. Mirror is really useful for making bilaterally symmetrical models, but I’ll explain more about that in a bit.

Read the rest on my site!



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