RELIC | Game Asset Creation Fundamentals in Blender,

Instructor:
Chunck Trafagander

The complete game asset workflow, with Blender and InstaMat start to finish.

Video games require hundreds and sometimes even thousands of digital props to populate their worlds. While the methods may vary between artists on how those props are created, there are similar stages that each one will go through to create the beautiful art that exist in your favourite games.

RELIC explores the typical game-asset workflow, from working off of a concept sheet to rendering out a fully realized game asset, and all of the steps in between. We will cover all of the critical topics that surround prop creation, from modeling and sculpting, retopology, UVs, texturing and finally materials and rendering.

Β While we cover each topic at a comfortable pace, it is encouraged to have a base knowledge of working in 3D and modeling so that we can work realtime alongside the videos. Make sure to check out any of the courses in our "Get Caught Up" section below, and I cannot wait to dive into the game asset workflow together!Β 

Get Caught Up

Are you brand new to Blender?

These courses should help you get up to speed in no time.

What you will learn in this tutorial

Chapter 1-2

Modeling

We'll start by creating the "high-poly" version of our model, taking the time to model out the important details that will increase the realism and believability of our asset. This is where we get to focus exclusively on making the model as high quality as possible, using procedural modeling and sculpting.Β 

Chapter 3

Mid-Poly Pass

Once the high-poly has been made, we will begin retopologizing a separate version of our model to lower the polygon-count so that we can begin the texturing process. Throughout this process we will cover various ways that you could retopologize your model so that you are equipped with a wide array of techniques to handle any game asset that you set out to create.

Chapter 4

Model Preparation

Before we can bring our models into InstaMAT for texturing, we need to make sure they are properly prepped for transport and displaying textures. This chapter will cover how we can ensure the best possible bakes onto our mid-poly model by improving the model's normal shading properties. Over the remaining lessons, we will also explore the world of UVs and discover that they aren't all that scary once you get the hang of them. By the end of this chapter, our model will be ready to ship off to InstaMAT and begin the texturing process where we can start to bring some life into our model!

Chapter 5

Texturing

A big part of the feeling game assets evoke is from their "textures". This chapter focuses on creating stunning textures using InstaMAT. First we need to extract the high-quality features from our high-poly model and bake those into textures, which will allow us to quickly jump into adding more character to our game model. By the end of this chapter, our asset will be completely textured and ready to capture some renders.

Chapter 6

Renders

Now that our 3D model has gone through the complete development pipeline, we now get to show it off! To close out the course, we cover setting up our material in Blender and rendering out quality portfolio shots that we could use to show off our work to friends or potential employers.Β 

Let's Make Some Magic In Blender!

Start Lesson 1

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Awarded upon completion:
100xp +
Course Curriculum
4 Reviews
  • β˜†β˜†β˜†β˜†β˜†
    Janus Burri(Burri3D) ·

    Even if you're not looking to make game assets, this course is fantastic at showing you a different workflow than what you're perhaps familiar with.Β I got a great insight into how setting up UV-Maps and using other softwares than Blender to texture your objects, which is something I'll take with me going forward.Β 

    Throughout the whole course, not only is every part is explained in a pace everyone can follow, but also in a way so you get a better understanding as to why you're going through them in the first place.Β 

    I recommend this course to everyone looking to expand their knowledge of different workflows.Β 

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    Nas Kharsa(naskharsa) ·

    This course was so enjoyable that it kept me from launching "Star Wars Outlaws" on its release date since I was in the final stages of it!! I really enjoy learning concepts and understanding why we should or shouldn't do certain things instead of just focusing on some technical details. I've learned a lot from this course, and I now feel way more confident with UV unwrapping. I really appreciate all the details shared to help me understand the game asset creation workflow. Chunck's delivery method, clarity, humour, and pace are all on point!

    • author Chunck Trafagander(Chunck) ·

      Haha that's some intense learning going on to postpone some gaming! Thank you for the review Nas, and for going through the course! I'm looking forward to developing some new courses on different aspects of game-art, so stay tuned! :)

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    David Arvelo(darvelo) ·

    This was exactly what I needed to learn about making game assets. Growing my knowledge from the Blender fundamentals into baking and texturing, retopology techniques, brilliant modifier combinations, and ways of doing things I hadn't seen before, this was the perfect start for me to start using Blender to make games. Thanks, Chunck! Looking forward to more courses.

    • author Chunck Trafagander(Chunck) ·

      Wow, thank you David! I greatly appreciate the review, I'm thrilled that it was jam-packed with new info for you! I'm looking forward to getting more game-art related courses out in the future, so stay tuned. :)

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    Vitalik Kucharskyi(Kucharskyi) ·

    Β I really enjoyed watching it and now I have a better knowledge of UV unwraping, texturing and modeling. Thank you for this beautiful course!

    • author Chunck Trafagander(Chunck) ·

      That's awesome! Makes me so happy to hear, thank you for taking the course and leaving such a glowing review! Until next time. :)