Welcome to my tutorial showing the full pipeline of creating a 3D asset for video games. We’re going to start from scratch with design and take it all the way to final real-time render using Marmoset Toolbag.
Some knowledge of the software listed is required, as I won’t be covering the basics of navigation, for example, but if you know your way around it a little, it should be enough. This tutorial is aimed at beginner to intermediate level artists, or just someone looking for another way to approach asset creation and add a few new tricks to their workflow.
- We’re going to talk about low poly modeling, sculpting, UV unwrapping, all done in Blender. Focus will be on non destructive modeling, using modifiers to save time and adjust easily.
- After we export the models, we’ll bring them into Substance Painter for texturing, where we’ll create textures from nothing. We will bake the required maps and texture the asset piece by piece focusing on different materials and approaches for them.
- We’ll use Photoshop to quickly create some alphas to help out with texturing using photo reference.
- With texturing done, we’ll jump into Marmoset Toolbag, set up the shader, create lighting and capture the final image.
- Bonus chapter about some compositing tips and tricks in Photoshop.
A bit more than 2h30min of fully narrated video content.
It’s taken a lot of work to create this, I hope you enjoy and learn something new!
All the best,
Added two short chapters "002b_modeling_extra" and "003b_sculpt_prep_extra" to explain a few bits that were skipped in the original tutorial. This is to help people that were getting lost in two specific parts of the tutorial. It was brought to my attention a couple of times so I felt it necessary to include these.
Part 002b addresses a skip that happens in 002 modeling part around minute 7.
Part 003b addresses a step that wasn't shown in 003 sculpt prep.