TREAD: Hard Surface Asset Creation for Video Games

Instructor:
Chunck Trafagander

Get a grip on hard surface modeling and the complete game asset workflow.

TREAD takes us on a ride through the entire workflow of hard surface asset creation, from start to finish line. 

We'll explore how we can harness modifiers and non-destructive modeling techniques in Blender to design complex models with relative ease. We will discover some tools to help us create efficient UV unwraps which will also play a critical role in clean, high quality textures. Using Substance Painter, we will generate those textures which will bring life into our model. Finally, we will look at importing our game-ready asset into Unreal Engine and set up a material using our texture maps.

The techniques explored in TREAD will provide a universal basis for tackling any future hard surface modeling, and build a foundation for understanding the game asset pipeline in its entirety.

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Course Overview

Chapter 1

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. Once we've crafted our high-quality model, we will spend some time developing a lower-polygonal version which will serve as the game-ready asset.

Chapter 2

Unwrapping

Before we can start texturing our model, we need to provide our model with a UV Map. This process will involve strategically adding "UV Seams" to our model so that the software knows how to properly "unwrap" it for texturing. 

Chapter 3

Texturing

Texturing is the best way to bring life into a 3D model, and convey the type of environment your model could inhabit. This chapter will explore texture baking and creation using Substance Painter, a 3D texture painting application used professionally in productions for film and video games.

Chapter 4

Rendering

Back in Blender, we will discover how we can generate high quality renders for our game asset using simple but effective lighting setups and backdrops. Blender makes it easy for us to capture top-notch renders for our assets which could be used for portfolio renders, or other image-based assets for a game.

Chapter 5

Importing into Unreal Engine

Finally, we'll cover how we can import our game-ready asset into Unreal Engine, and set up a material to display the textures we had created. 

Let's get rolling with hard surface, game asset creation!

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Awarded upon completion:
100xp +
Course Curriculum
6 Reviews
  • Martin Aversa(cgtin) ·

    This is been a fun and really educational course. The fact that we can learn too a substance workflow is great!

    Thanks for your hard work

    • author Chunck Trafagander(Chunck) ·

      Thank you for taking the time to leave a review, Martin! Substance is a fantastic resource, no game-art course would be complete without at least touching on it!

      Thanks again for checking out the course, and for leaving such a pleasant review.

      Until next time! :)

  • C
    Dario Masuhr(Caetn0) ·

    Once again, a really cool course from Chunck!


    I really enjoy his workflow—it makes heavy use of modifiers and really encourages experimentation.

    After taking the RELIC course, TREAD feels a bit like a lighter version of it. Still, I picked up a few new tricks along the way.

    That said, I think there were some missed opportunities. Since the hub and the sides of the tire are perfectly symmetrical, we could’ve stacked the UVs—which I did, and it was painful.

    The main issue was triangulation, which sometimes caused overlapping UVs to display triangle-shaped artifacts. My workaround was to offset the duplicate UVs by 1 unit on the Y-axis.

    This, in turn, caused problems in InstaMat. I almost gave up and just laid out the UVs side-by-side, but eventually found that shifting the UV-Y in InstaMat by 1 (For every Layer) solved most of the issues.

    I didn’t quite manage to project the rim properly onto the UVs, and the seam placement on the track edge is still not great—but all things considered, I’m pretty happy with how it turned out!

    Looking forward to seeing what new courses Chunck releases next!

    • author Chunck Trafagander(Chunck) ·

      Thank you for checking out the course, and for leaving a review! I'm glad the workflow felt enjoyable, modifiers make the process a ton more fun in my experience. 😁

      I'm also impressed you went off-script and started to experiment! Not only that, but were able to problem solve issues on the fly. I think your final result was well worth the exploration!

      I can't wait to get my next course out for you to see, I don't think it's one you'll have seen coming. 👀

  • Nas Kharsa(naskharsa) ·

    I really appreciate the non-destructive and procedural approach Chunck takes in his modeling, I learned some interesting and useful tricks and techniques. As someone very interested in video game design, It was great learning the workflow for creating game assets in such a clear and enjoyable process and I look forward to implementing it in more projects. I'm really impressed with InstaMAT and am excited to use it more often.

  • Sascha Feider(SFE-Viz) ·

    My usual work does not include game assets, so I was totally new to the whole workflow. I'd call myself intermediate by now in terms of modelling, but I still picked up a few new tricks here and there. More importantly I learned the whole workflow of low poly conversion and baking. Chunck's calm and detailed explanations made the learning process a breeze.

    The most interesting part for me was learning a new software for texturing and I'm really happy that an alternative to SP is provided. Although Instamat is still young and needs more work, I liked working in it and this course offers a very good introduction to it.

    I definitely recommend this course to anyone looking to dip their toes into game asset creation.

    • author Chunck Trafagander(Chunck) ·

      Thank you for the recommendation, Sascha! I'm thrilled you were able to pick up some new tricks, and that my voice didn't put you to sleep. Much love for InstaMAT myself, so we will make sure to continue covering that application in future courses! ♥

  • A
    Matt Sutton(Altire) ·

    Thanks for this course, you guys have done a great job. I've got a fair amount of experience with modelling, but have really struggled to piece together a real, working and feasible workflow for creating game assets. I've watched countless hours of YouTube videos to try to get an understanding of this, but nothing gives a complete picture and everyone seems to have completely different methodologies! It's quite frustrating creating models of assets and exporting them into Unreal, only to find the texturing is completely off. 

    This course has finally given me the information I've needed, and as a beginner, I now feel like I have enough information to create game assets, and improve my skills... even if I am having to regularly refer back to the videos for help!

    Definitely recommend this course for anyone in a similar position.

    • author Wes Burke(wesburke) ·

      Thank you Matt, and I'm happy the course has helped along the way. Excited to see what game assets you created and happy Blending!

  • G
    'Guest' ·

    going into this with some experience i still learned alot. The instructor teaches many useful techniques and tricks.

    I rate this course 5 stars for these reason. It does use substance painter which is a plus for me as someone who wants to have the skills of a texture artist. 

    Great course highly recommend it 

In playlist: Game Asset Creation