This idea was inspired by this thread from Erik Meyers
RRick @CGcookie course building crew:
IDEA: How about designing an entire new type of flow, which revolves around on 1 single item ?
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Example: Designing and creating your dream-car (and make a game with it)
Part 1 - Design - Pencil, Paper, Clay, Airbrush - Create the concept art of the car(s) prototypes.
Part 2 - Build - Blender / Hard surface (car-body) Mesh (car-interior, seats) modeling.
Part 3 - Paint - Blender / Materials - Shading, Texturing, Lighting, Cycles-render-engine.
Part 4 - Animate - Blender / Rigging - Opening doors, Rotating wheels, Suspension, other moving parts.
Part 5 - Smoke - Blender / Particle system - Smoke from exhaust, wheels, burning rubber trails.
Part 6 - Sell - Blender / Lighting, Composting, Rendering, Animation - create a car pr-movie, brochure.
Part 7 - Drive - Blender & Unity - Export your car into Unity and test-drive it.
Part 8 - Game-ify your car - Unity, C# course - Build a (small) car-related-game around your car.
Part 9 - 3D Print your car - Blender - Learn everything you need to know to create a 3d model of it.
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How about this concept for a new type-of course workflow?
Instead of learning all different kinds of (multi-disciplinary) skills on all different kinds of unrelated objects, how about using one single (course central) object to which one can learn to apply all new skills?
Just like one uses a coat rack, to have 1 central location to store all one's jackets and coats in the house.
This new type-of-flow also mimics real-life more closer, where one starts with a single idea and follows the (course) track all the way to realization into 3D real-life space. This approach also helps students see where all individual gained skills fit into the bigger realisation workflow picture.
I like this idea.
But if the target is to "game-ify" the car-model (or a tank), I feel like creating materials for Cycles may be a bit redundant, because there are already many tutorials for Cycles, but not that many tutorials for creating game assets.
So, to me, it feels like Part 3 should be more about unwrapping and texturing than Cycles. That is, assuming that a learning flow like this were to be made.
Cheers!
(And please correct me if I'm wrong, I'm still in the learning phases when it comes to modelling and texturing. I've been a coder for the past 30 years. XD )
One thing I've pitched to the crew is getting a number of our vehicle assets "game ready". The current list includes:
These would also be VR friendly so they'd have an interior. I'd like to make small game projects for each of these like a racing game with the motorcycle, a "stunt flying" game for the plane and a car combat game (think Twisted Metal) with the apocalyptic vehicle. Regarding the process of how these would be made, typically they would be sculpted for higher definition, retopologized and textured. Using any kind of special shaders in Blender wouldn't transfer over to Unity. Same thing for the particle effects, although it may be possible to create a sprite sheet from effects created in Blender.