
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.

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