Unity Game Asset Creation in Blender - 3D Modeling Textured Objects | Mika Jäntti | Skillshare
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Unity Game Asset Creation in Blender - 3D Modeling Textured Objects

teacher avatar Mika Jäntti, Game Development | Coding | 3D Graphics

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Learn to Create Game Assets!

      1:17

    • 2.

      Game Asset Creation Workflow

      4:20

    • 3.

      Basics of Texture Painting

      4:51

    • 4.

      Student Project

      1:09

    • 5.

      Mushroom 3D Modeling

      6:50

    • 6.

      Mushroom UV Unwrapping

      5:23

    • 7.

      Mushroom Texture Painting

      15:12

    • 8.

      Mushroom LOD Versions

      4:44

    • 9.

      Rock Texture Painting

      5:13

    • 10.

      Rock 3D Modeling

      2:58

    • 11.

      Rock UV Unwrapping

      5:08

    • 12.

      Rock LOD Versions

      1:50

    • 13.

      Tree 3D Modeling

      11:17

    • 14.

      Tree Branch Texture Painting

      3:52

    • 15.

      Tree UV Unwrapping

      4:12

    • 16.

      Tree Trunk Texture Painting

      5:26

    • 17.

      Tree LOD Versions

      9:58

    • 18.

      House 3D Modeling

      38:07

    • 19.

      House UV Unwrapping

      10:46

    • 20.

      House Texture Painting

      33:33

    • 21.

      Importing Mushroom to Unity

      6:25

    • 22.

      Importing Rock to Unity

      2:34

    • 23.

      Importing Tree to Unity

      4:02

    • 24.

      Importing House to Unity

      2:11

    • 25.

      The End

      0:10

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About This Class

Learn how to create game assets in Blender that you can use to build your very own 3D game world in Unity! In the course, you get to make four low poly assets from start to finish, which are a mushroom, a rock, a tree, and a house.

The game asset creation workflow consists of the following steps:

  • 3D modeling the shape of an asset
  • unwrapping the three-dimensional shape into a two-dimensional UV map
  • painting a texture on the surface of the 3D model
  • creating level of detail (LOD) versions of the model to optimize it for a game

At the end of the course, all assets will be taken to the Unity game engine, where they are made game-ready by adding the necessary components for them and saving them as prefabs. With these prefabs, you can start building your game world. The game assets made in the course will also work on other game engines, such as the Unreal Engine.

This course is best suited for those who already have at least a little bit of experience with Blender. However, if you are a beginner who is really motivated to learn, this course is great for you as well.

Enroll in the course and learn one of the most essential game development skills today!

Meet Your Teacher

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Mika Jäntti

Game Development | Coding | 3D Graphics

Teacher

I teach skills such as Game Development, Coding, and 3D Graphics. My goal is to create high-quality content where I always get straight to the point. In addition to online courses, I develop and publish video games on Steam and provide 3D visualization services for companies. Make sure to follow me here so you'll know when I publish a new course. Thanks!

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Level: Intermediate

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Transcripts

1. Learn to Create Game Assets!: In this course, you will learn how to create game assets for games, you get to make for low poly acids from start to finish, which are a mass room, the rock, the tree, and the house. The gay message creation of workflow consists of the following steps. 3d modelling the shape of an asset, unwrapping the three-dimensional shape into a two-dimensional UV map, painting a texture on the surface of the 3D model, and creating LOD versions of the model to optimize it for our game. At the end of the course, all assets will be taken to the Unity game engine where they are made game ready by adding the necessary components for them and saving them as brief apps. With these prefabs, you can start building your own game world. The scores is best suited for those who already have at least a little bit of experience with Blender. However, if you are a beginner who is really motivated to learn, this course is great for you as well. Enroll in the course and learn one of the most essential game development skills today. 2. Game Asset Creation Workflow: Let's start off by going through the game asset creation workflow with a simple 3D model. Press Shift a to add a new cube to the 3D space. Let's pretend that the modeling phase is now complete. The next phase is to unwrap the shape of the 3D model into a two-dimensional UV map. So go to the UV Editing Workspace. Make sure you have selected the cube in the 3D view port window. The UV editor window on the left shows how the selected model is wrapped into the UV map. Currently it doesn't display anything because you are in object mode. Breast DAP to switch to edit mode. By default, primitive shapes success the cube are unwrapped into the UV map correctly. Therefore, you don't have to unwrap the cube, which means you can start drawing on it right away. To draw a Dexter for it, go to the texture paint workspace. The cube currently has a pink color, which means that note Dexter has been said for it. Before you can draw on the cube, you need to create a new texture. First, make sure you are in the texture paint mode in the upper left corner of the 3D viewport window also makes sure that the first step of the properties window on the right side of the interface is open. The small Plus button to create a new texture, select the Base Color option named a texture, for example, cube texture. The default pied and wheat of the dexter is 1000024. Big source. When creating a Dexter, it's better to create a large one, as it can always be made smaller if needed. If you're a good texture that turns out to be too small, enlarging it will only make the details in it look blurry. The extra follow a practice called the power of two. Simply put, that exercise is recommended to be any of these. You can change the default color from the color setting. The alpha setting determines whether that the extra has transparency or not. In this example, you don't need it. So de-select, it, leaves the remaining settings as they are, and click, Okay. The cube turned black according to the default color of the texture you just created. Currently, the new texture doesn't appear in the image editor window open that they externalist to the left of the New button. And select cube texture. You can zoom in and out in the 2D space with the mouse wheel. The more hold down the middle mouse button while moving the mouse. You are now ready to draw the texture for the cube. You can draw either directly on the texture in the image editor window or on the surface of the 3D model in a 3D view both window. When drawing a Dexter, it's a good idea that remember to save it often. Save that texture. Hover your mouse over the image editor window and press Alt S. Save the texture to your desktop. For example. They explorers created in this course are saved in PNG format as this format doesn't lose its quality like the JPEG format. The next time you saved that, the extra without it overrides the previous version of it. When you make changes to the texture, you will see that the image text in the upper left corner of the image editor window is followed by an asterisk. This means that the texture has not been saved since the last changes. When you save the texture, the asterisk disappears. Remember that when saving the texture, your mouse must be over the image editor window. After saving the texture, it makes sense to save the model. These can be done with Control S. Save it in the same location as the texture. 3. Basics of Texture Painting: Let's now go through the basics of texture painting. The toolbar in the image editor window contains tools for editing that extra tool can be used for drawing. This often tool is used the blur that Dexter. This mirror tool can be used this mirror the Dexter. You can use the clone tool to clone existing areas in the texture. The Cloud area of the dexter is determined by the location of the 3D cursor in the 3D view port window, the move the 3D cursor, hold down control and click the left mouse button. With the fill tool, the whole texture or parts of it can be filled with a specific color. Select the Draw tool. Let's get to know the keyboard shortcuts for drawing textures. To open a small tool menu, click the right mouse button from this menu, you can quickly change the selected color. Among other things. The James, the size of the brush, click and move your mouse. You can adjust the strength of the brush with Shift F. Move your mouse to determine the strength. The copy an existing color in the texture of your mouse over the color and press S. Right-click again to open the tool menu, you can change the blending mode with the options found in the drop-down menu. E to change the stroke method of the brush. Return to the modeling workspace. Tab to enter object mode. In order to see that the extra on the surface of the cube, you must change the shading of the object. Press C to open the shading mode menu. You are currently in solid mode. Select material preview. 4. Student Project: One of the most important parts of learning is receiving feedback from other people. This is why I encourage you to add an image of your project to the course's project gallery. The project can be one of the models made in this course. A model you have made outside of this class, or for example, a game world you are working on. If you want, you can add multiple projects to the project gallery. It would be great to see what you have made. I will try to give feedback on each project. You may also receive feedback from other students. To add a project, go to the Projects and Resources tab and click the Create Project button. After that, you will need to upload an image of the project and fill in the required information about it. Finally, click the Publish button to publish the project. This is a great way to support this course as it improves its discoverability. If you decide to add a project, I would really appreciate it. Now let's start creating game assets. 5. Mushroom 3D Modeling: Let's begin by creating the first game assets, which is a marsh room. At this point, you may want to download our list of Blender or keyboard shortcuts. You can find it in the resources of this course. The first phase is 3D modelling the shape of the mushroom. But before starting that, it's a good idea to look for some inspiration with a cougar or emits shirts. This may have a huge impact on the outcome of the tree, the Model S, It's difficult, especially for a beginner, to start doing anything entirely on their own. Some images with the words painted low poly mushroom. For example. This image shows you some examples of what the geometry and texture of a 3D Marsh Room blow up like. Let's start by adding a new cylinder which shift. By default, the cylinder is not low poly. The simplify its geometry opened the Add Cylinder menu in the lower-left corner of the 3D view port window. If you no longer see the menu, delete the existing cylinder and create a new one. Changed the number of vertices in the cylinder to eight. For example. Now you have a low poly cylinder. You see in the upper-left corner of the 3D view both window that you are currently in object mode. To edit the geometry of the cylinder, you must enter edit mode with dab. Let's start by shaping the cylinder, the resample, the cap of a mushroom. Makes sure you have selected the entire student or by pressing a scale, the cylinder or smaller with S determines the size of it. Move your mouse and confirm the action with the left mouse button. Next ad for a group guts to the cylinder over your mouse, over it and press Control R. Scroll the mouse wheel until you see four yellow circles in the cylinder. You can also use the page up and page down keys to change the number of lobe guts. Click the left mouse button to confirm the action. After that, you can slide them on the surface of the cylinder. Click the right mouse button to cancel these action so that they stay at their default position. Now select the entire cylinder with a, scale it on the c-axis by pressing S, C, make the cylinder flat by moving your mouse. Firm the action with the left mouse button. Let's make the top of the cylinder pointy, press three to end their face mode. Select the face on top of the cylinder, whereas the keyboard shortcut M and select the Add center option. This is how you can merge the selected vertices in the one. Let's make the cap rounder. Go to the side view by pressing numpad three. If you're a keyboard doesn't have a numpad, you can switch to the side view by clicking on the gadgets x-axis. Now in their vertice mode, by pressing one, select the lavas loop cut by hovering your mouse over it and holding down Alt while selecting it with the left mouse button. Scale it smaller with S. Leave the loop got above untouched and select the one in the middle. Hold down Alt while selecting the loop cut with the left mouse button. Scale it down with S. Select the loop got above this one and scale it smaller with S. Do the same for the upper most loop got as well. The top of the gap is too sharp at the moment. Select the top vertices and bring it down slightly with G. See, the gap could be a little thicker. Select the entire object with a and scale it on the c-axis with S, C. Actually decide view or down the middle mouse button while moving your mouse. Let's now add this dark, that is the leg of the mushroom versus three. To end their face mode, select the face under the cap. Insert a new face inside the selected face with I, move your mouse to determine the size of the new phase. On firm the action with the left mouse button return to the side view either by pressing numpad three or the x-axis of the catch-up, press G to move the selected face down a bit. Now extrude new geometry from the selected face. With the new geometry, automatically moves on the right axis, move your mouse down and confirmed the action with the left mouse button. Now press S scale of the selected face, slightly larger, extrude new geometry again with E, movie or a mouse and a confirmed the action with the left mouse button. Scale their face smaller with S. Once again, extrude new geometry with e. Move your mouse down and confirm the action. Scale, the selected face smaller with S to make the bottom of the stock round. The 3D model of the mushroom is now complete. You can make final adjustments to it if you need to. Step two, enter object mode of the assets made in this course, we'll have a smooth shading style. Currently you can see the edges of the mushroom because it uses flat shading. Click the right mouse button to open a menu, select Shade Smooth to change the shading style, the smooth press Control S to save the model. It's a good idea. The named approach it with a descriptive name, name it mushroom 01 number was added the name because you never know how many different mushrooms you end up making for your game world. If at some point you plan to make a second different kinds of mushroom, you would obviously name it mushroom 0 too. 6. Mushroom UV Unwrapping: The next phase is to unwrap the three-dimensional shape of the mushroom into a two-dimensional UV map so that a Dexter can be drawn on it. Open the UV Editing Workspace. Enter edit mode with the app and select the entire object with a mass room is currently unwrapped like a default cylinder. It was at the beginning of the previous lecture. There is also too much empty space in the UV map. In order for the texture of the mushroom, the log as good as possible, the object must be unwrapped better. Breasts you, they'll all be in the UV mapping menu. There are multiple options to unwrap an object. Let's use the first option called unwrap for these model. When you select that option, nothing happens. When using this option, you have to add seems to the model to define how the object should be unwrapped. Make sure your mouse is over the 3D view port window and press to enter edge mode. Select a loop got below the gap by holding down Alt while selecting it with the left mouse button. Breast due to open the UV mapping menu and select mark seam, selected loop got turned red because it was marked as a siem. Select the entire object with a and open the UV mapping menu with you. Unwrap the model with the unwrapped option. Now there are two circles in the UV map that are the parts above and below the seam logging at the 3D model and the current UV map, it can be seen that the part above the seam be swell and wrapped, but there are overlapping faces in the part below the seam. This can be confirmed by selecting the faces of the object. Most of the time, an object's shouldn't have overlapping phases in the UV map. Because then if you draw on one of them, the other one will also be affected. Let's add more seems to the mass room to get rid of the overlapping phases. Make sure you are in edge mode by pressing to select a loop cut between the cap and the stock by holding down Alt while selecting with the left mouse button, open the UV mapping menu with you and mark the selected loop got SOC team with the mark scheme option. Right after that, add a seam to the bottom of the stock. Select the loop guard in the middle of the lower part of the stock by holding down Alt while clicking with the left mouse button for SU and select mark seam. Let's now try to unwrap them. Model, select the entire object with a breast you, and select the unwrapped option. There still seems to be one slightly vague area in the UV map that turns out to be the top part of the stock. Let's add another seem to the stock. Breast to enter edge mode. Select one of the upright edges of the stock, then hold down Shift to select a shorter edge below it. Rescue and select mark seam. Now you should have a seam that starts from the middle horizontally and ends at the lowest horizontal seem. Select the entire object again with a and unwrap it with you. The unwrapping part of this phase is now complete. As you can see, unwrapping a model which seems require some trial and error to make the end result creates. The next part of this phase is to fill in the empty space of the UV map. You can select vertices, edges, and faces of the UV map in the same way as the geometry of a 3D model. You can change the selection mode with keys 123. In addition, you can also select islands with the F4 key. The islands of the UV map are determined by the seams you added earlier. You again Edit islands by moving, rotating and scaling them. Let's modify the island to feel as much of the UV map as possible. You can move the selected Ireland with g. The rotate on Ireland breasts are the scale an island risks S. It's good to leave some space outside the edges of the islands in case you need to draw a little bit over the edges. The UV map is part of the 3D model. So when you save the model, it's UV map is outsource saved. Press Control S to save the model. 7. Mushroom Texture Painting: The next phase is to draw a Dexter for the mushroom. It's a good idea to start drawing the texture by first creating a base color and larger details. Then moving on to smaller details, you can draw well with the mouse, but if you have a drawing tablet, it can make the drawing process more pearlescent with a tablet pen. It's possible to influence the strength of the brush based on how hard the pin is pressed against the tablet. This is something you may want to consider if drawing textures becomes your thing. The more time you spend throwing, the more detailed and finer that the extra you get in these videos. I'm not going to spend too much time fine tuning the textures, but you can, if you want to, go to that extra paint workspace, click the little plus button in the Properties window to create a new texture. Select the Base Color option, name it mushroom texture. Turn off the Alpha setting and click the Okay button. Select the texture from the texture, at least in the image editor window. Let's start by filling the gap with the brown color. When you only want to affect their specific area of the model, you must activate the paint mask sitting with em. You can see the mask setting activated in the upper-left corner of the 3D viewport window. Currently the entire mushroom is selected for the mask press Tab to enter edit mode, and three to end their face mode, to remove our selections from the object, press up a, select only the geometry of the gap, hover your mouse over it and press L. This is how you can select areas of the object that are separated by seems. Breast tap the return to texture paint mode. With the paint mask setting, you again draw on the object affecting only the areas you selected in edit mode. Select the field tool from the toolbar in the image editor window. Opened the Smile tool menu with right-click and select a brown color. Click on the cap, the color it brown. Next, you should call off the stock of the mushroom. To do this, you need to select the opposite areas of the mushroom for the mask. A quick way to do this is to press Control I. Now the mask prevents you from coloring the cap, but lets you call or the stock. Use the right mouse button to select a light gray color. Feel the stock with the selected color. Deactivate the paint mask sitting with m. Now that the base color has been created for the mushroom, you can move on to drawing color variations and details on it. Because the mushroom is symmetrical on both the x and y-axis, you can use mirroring to draw the texture. In the Properties window, expand the symmetry section, activate both the x and y setting selected throw tool and try to draw something on the cap. When you draw something, it gets mirrored on each side of the gap. This makes your work more efficient because you only need to draw on one side of the mushroom. Press control C to undo the last action. Currently the mushroom reflects slide, which makes it a bit difficult to draw to eliminate reflections on the object. Open the viewport shading menu in the upper-right corner of the 3D viewport window and select the flat option for the lighting setting. A couple of different colors to the cap, then makes them start by selecting the color of the gap by hovering your mouse over it and pressing is right-click and change the color to be a little darker. Use Shift F to have the strength of the brush. Draw the darker color all around the cap. Select the page scholar with the right mouse button and add it around the cap as well. Select a new color with the right mouse button. Jews a dark brown color. The mix, the existing colors. Now there are some color variations in the cap. Let's now move on to the stock of the mushroom. Select the current white-collar of the stock with S. Make it a bit darker with the right mouse button. Added a new color all around the stock. Right-click and select a slightly brownish color and add it on top of the white color. Select a gray color with the right mouse button and mix the current colors with it. Smear the area in the CAP where the brown color or above meets the gray color or below, select the smear tool. This reduces the angularity of the mushroom. Let's now add dark thin lines under the cap. Selected draw tool. Use f to reduce the brush size. To change the stroke method of the brush to line, you can draw straight lines. Once you have added enough lines, select the smear tool to make them less noticeable. Press F. Do we increase the brush size? Select the Draw tool, dark and both the bottom of the gap at the bottom of the stock. Right-click and select Multiply as the blending mode. Multiply blending mode can be used to darken areas. The opposite of this is the screen blending mode, which can be used the light in certain areas. Press F2, we increase the size of the brush. Use Shift F to decrease its strength. Be sure the chance to stroke method with E back to the default, that is space. Now, draw several dark layers. You can smear the texture by selecting the smear tool. If necessary, breasts F determines the size and Shift F to change its strength. There are clear lines in the texture. You can also smear them. Extra of the mass room is now complete. Hover your mouse over the image editor window, press Alt S to save that the extra and Control S to save the model. Go to the modelling workspace and press Tab to enter object mode. Whereas C to James to Shading mode of the object, the material preview. Let's make some changes to the model. Risk noun, bad three, the sweets to decide, view more of the object up so that it sits on the green line. Breast G, C. Confirm the action with the left mouse button. The exit, the side view, hold down the middle mouse button while moving your mouse. Press Enter to open the side panel of the 3D view bought window. It's a good idea to raise at the pivot point of most game assets before taking them to unity. Currently, the pivot point of the mushroom is in its cap. The pivot point is this little yellow dots. It's lowercase and values are displayed in the lowercase and section of the side panel. You can reset the location with control a, select the Location option. Now there'd be about point is at 0. Next, you may want to check that the size of the object is somewhat realistic. Mushrooms are up to 12 centimetres or five inches high. This mushroom is currently 30 centimeters high. Scale of the mushroom smaller until they see value in the dimensions section of the side panel is around 0.12 meters or 0.4 feet. As you can see by default, the object scales according to its pivot point. After scaling the model, it's a good idea to raise at its scale values as well. Press Control a and select the scale option. Now the location and rotation values of the mushroom should be 0, its scale values should be one. Next, you should name the model with a descriptive name. You can see in the outliner window that the current name of the model is still enter, double-click it and rename it Marsh Room 01. 8. Mushroom LOD Versions: The final phase for the mushroom is to create two other versions of it, or the level of detail system in Unity makes sure you have selected the object. Use Shift D to duplicate it. Right-click so that it stays in the same location as the original object. You sift the once again to duplicate it, click the right mouse button. Now the outliner window should display three objects. For unity to automatically add the level of detail component to the object, It's versions must be named correctly. Double-click the top object in the outliner window, add underscore LOD 0 after its name. This version is the default version of the mushroom that will have the most geometry. Makes sure you typed the name correctly or Unity won't automatically add the LOD component to it. The word LOD should be written in capital letters. Double-click the object at the top, again, rename it mass room 01, underscore LOD one. There will be slightly less geometry in this version than in the default version. Now, double-click the remaining object and name it mass room 01, underscore LOD two. Let's now make the LOD one and LOD two versions simpler. Hide first two in the outliner window by clicking the eye patterns next to them. Select Version one. You can easily reduce the geometry in an object with the modifier called decimate. Open the modifier properties tab, click the Add Modifier dropdown menu and select decimate. The modifier didn't do any changes to the model yet. Open the overlays menu in the upper right corner of the 3D view port window and activate the statistics setting. You can now see the drying or count of the object from the upper left corner of the 3D view port window. They're more drying or the object has, the more detailed it usually looks. But as the number of triangles increases, so does the time it takes to draw it in the game. There are currently 142 triangles in the mushroom, which is already a very low number. However, it's good to note that if there are ten mushrooms visit ball at the same time, the device has to draw 1420 drying moles. While this isn't a big number either, even small things can add up pretty quickly if you don't pay attention to them. Let's now adjust the values of the decimates modifier to see how low the number of triangles becomes, is that the ratio of value, the 0.5, the appearance of the mushroom changed slightly. The number of triangles in it changed. Also. When making LOD versions, you shouldn't lower at the geometric too much bigger Stan, diversion change in the game will be noticeable. The goal is to make the version change as smooth as possible. To accept the decimate modifier, leaked it down pointing arrow button, and select the Apply option. Now hide version one and unhide version to add the decimate modifier to this version as well. These time set the ratio of value to 0.25. The mass room became very simple, but when viewed from afar, it probably won't be noticeable. Accept the modifier by clicking the arrow button. Select Apply. Use of age to unhide all versions of the object. Breast Control S to save the object. Let's take the model out of Blender now, navigate to File. Export, FBX. Select Desktop as the file location. Because the access in Blender are slightly different from the axis in Unity, you will need to activate the apply transform setting so that the model behaves correctly in Unity. Click the export FBX button. 9. Rock Texture Painting: The next game assets will be a rock. Let's start creating it by first drawing each texture. Unlike the mushroom texture, Let's make this one seamless. When the texture is seamless, it will repeat smoothly and tasks. It can be easily added. The several different sized and saved variations of the object go to the texture paint workspace. Because there is no model in the 3D view port window, a new Dexter must be created in the image editor window. Click the New button named the texture rock texture. Disable the Alpha setting and click the Okay button. You can enlarge the image editor window if you wish. Since you are making a seamless texture, it makes sense to activate the setting that repeats that extra brace in the open the side panel of the image editor window. Go to the View tab and activate the repeat image setting. Now when you draw something, it repeats infinitely on every side of it. However, you are not quite a pole the draw across the borders, as you should. Go back to the tool tab and activate both the x and y-axis from the tiling section. Breasts and to close the side panel. Let's start by adding the base color. Select the fill tool, right-click and select a dark gray color. Now select the Draw tool, differentiates of gray on top of the base color. Select a darker gray color with the right mouse button. You shift. If do decrease the process strength. You can select the multiply blending mode with the right mouse button to darken areas. If you are not satisfied with the current brush, press control C, to undo the previous action, it may take awhile to find the right shade. You can also reduce the size of the price with f. When you want the lighter areas, you can select the screen blending mode with the right mouse button. Finally, select this mirror tool and smear the colors together. When making a seamless texture, you should assume out and check that that extra doesn't have to clear repetition. When the texture is complete, breast out S to save it. Select the desktop as the file location. Let's start the 3D modelling face off the rock from an AMD Blender project. So close this one. The project itself doesn't need to be saved. 10. Rock 3D Modeling: Let's start 3D modelling the rock from a cube. You shift a to add one. Press Tab to enter edit mode. Bring your mouse over the cube and add two-loop gods. Do it with Control. R, The James, the number of loop guts. Scroll the mouse wheel, one firm the action and right-click to cancel the sliding of the gods. Do this operation on each side of the cube. Breast Control R to add a loop gut. Scroll the mouse wheel to change the number of them. Got a firm the action and right-click to cancel the sliding off the loop guts. Now that the cube has a Beta of geometry, Let's make it look like a rock. Press a to select the entire object. Right-click to open a menu. Select the smooth vertices option. The cube became slightly around her. Repeat this operation a couple of times. Open the menu with the right mouse button and select the smooth vertices option. Open their menu again with the right mouse button, but this time, select the randomized vertices option. These function see if it's the vertices of the cube. Randomly. Repeat this operation a couple of times. There arc is currently very sharp angled press O to activate the proportional editing tool. You will know this, the tool getting activated at the dub off the 3D view port window. Make sure you are in the vertex mode. Select one of the vertices of the rock, pressed G to move the selected vertices. You will notice that the geometry around the vertice, more sweat it. You guys scroll the mouse wheel to determine how far the geometry around it is effected. Shape the object by moving random vertices which G, and scrolling the mouse wheel. When you are satisfied with the result, turn off the proportional editing tool with breast DAP to enter object mode to make the objects shading smooth, right-click and select Shade Smooth. Use Control S to save the model named their file name of the object Brock 01. At this point, if you wish, you can make several rocks that are different in size and shape and name them Brock, Brock 03 and so on. 11. Rock UV Unwrapping: The next phase is to unwrap the 3D shape of the rock into a UV map goal that they UV Editing Workspace. Press Tab to enter edit mode and a to select the entire object. Currently they're rock is unwrapped like a primitive cube. It should be unwrapped better so that the texture you drew earlier would look as good as possible on the surface of the 3D model. Rescue the open the UV mapping menu. Let's try the smart UV project option on this model. Selecting this option opens a menu from which you can change the unwrapping settings. Click Okay to unwrap it with the default settings. Smart UV project unwraps the model as the program sees best. The unwrapped option you used earlier is more like a manual way to unwrap a model because they do with that. You had to add seems to their model. With smart UV project or model can be unwrapped faster, but the end result is not always as good as a model unwrapped with the unwrapped option. Let's now add the previously made texture to the rock. To do this, you need to a new material that the rock. Open the material properties tab. Click the New button to create a new material. First, change the shader used by the material from the surface sitting. Select emission from the list. With the shader. You are able to see that the extra better the texture for the material leaked. This small yellow circle to the right of the color text. Select Image Texture from the list. Now click the Open button, locate the previously made rock Dexter and select it. The Dexter opened automatically in the image editor window. Hover your mouse over the 3D view both window breaths, see the change the shading mode of the object, the material preview, and you stab the sweets to object mode. When you look at the texture in the rock, you will notice that there are a little too clear lines in it. In addition to this, the rock appears to have a very low resolution texture because the details in it is quite large. Let's try another unwrapping method. Return to edit mode with tab and select the entire object with a rescue and select Cube projection. Now that the extra on the model looks more detailed. This happened because the cube projection method with the islands of the UV map on top of each other. And now they cover a much larger part of the texture. In the masterful Dexter you made earlier, this would have been a problem. But in this model, it's not a problem because the texture was not drawn directly on the surface of the rock. If you still see two clear lines in the rock, you can try the move and roles. They'd the islands in the UV map suites to the modelling workspace and press Tab to end their object mode. Use C to change the shading mode to material preview. Breast numbered 32 suites to the side view. Rocks are often partially underground, so I'll bring it slightly upwards. Press G, C, move your mouse. And court affirmed the action with the left mouse button. Hold down the middle mouse button while moving the mouse, do we exit the side view? Breaths in Door by the side panel of the 3D view port window. First, reset the location of the rock, press Control a, and select location. The rock is currently two meters high. Are the rocks of our sizes can be found in nature. Let's steal scale this one a bit smaller. Now raise it the optics scale values with control a, select the scale option. The last step is to rename the rock. Darpa look like its name in the outliner window. Name these objects rock 01, underscore LOD B goes in the next lecture, you will create the other LOD versions for it. There'll be honest, these game acid didn't end up looking that great. But that doesn't matter because it is more important that you will learn the game asset creation workflow thoroughly. When you go through the same phases enough times, they will stick in your mind for sure. Use Control S to save the model. 12. Rock LOD Versions: The next phase is to make two simple versions of the rock four unities LOD system. Make sure you have selected the rock. Press Shift D to duplicate it. Click the right mouse button to cancel moving the object. Duplicate it once more with Shift. Right-click right after. Renamed the rocks in the outliner window. The original rock is already named correctly, so just add the correct number after the other two versions. Hide version 0. And to select Version one, open the modifier properties tab and add a DC made modifier to the model. Let's see what the rock looks like when the ratio of value is changed to 0.5, the rock looks good. So accept the modifier by clicking the down pointing arrow button. Select the Apply option. Now hide version one and unhide version to make sure you select it. Add the desi made modifier, set the ratio value, the 0.25, except the modifier. Unhide all the versions in the outliner window by clicking the I button next to their names. Use Control S to save the model. Let's take the model out of Blender, navigate the file, export FBX. Be sure to activate the apply transform setting and click the export FBX. Pardon. 13. Tree 3D Modeling: The next asset that will be created is a tree. This is already a slightly more challenging model. Let's start with the trunk of the tree. Use Shift a to add a new cylinder. Right after that, open the Add Cylinder menu in the lower-left corner of the 3D view port window. Make this cylinder simpler by changing the number of vertices in it to 16. Now press G, C, move this cylinder on the c-axis. Hold down control to move the cylinder up one unit. Confirm the action, then release the control key. Use Control a, reset its pivot point by selecting the location option. At this point, it's a good idea to open the side panel of this window within. First, scale the cylinder smaller on all axes by pressing S. Now scale it bigger only on the c-axis by pressing S, C, make the tree ten meters or around 30 feet high. Keep an eye on the c-axis value of the dimensions section. Now enter edit mode with the verres three this face to face mode and select the face on top of the cylinder. Scale it smaller so that the cylinder begins to resemble a trunk of a tree. Add a loop got in the center of the trunk, hover your mouse over it and press Control R. Confirm the action and slide the loop got to the bottom of the trunk. Confirm the action. Now add a new loop gut with control are confirmed the action and click the right mouse button. Now go to the top view with known bad seven. Activate the proportional editing tool with breast one to make sure you are inverted mode. Now select the vertices at the top, breast G to move it up. Scroll the mouse wheel until the proportional editing tool affects only the vertices near the selected vertices. Now select the lowest vertice and do the same for it. Move it away from the center with g. Lastly, do the same for the word is on the left and the one on the right. Select the outermost vertices in the middle of these four vertices and move them closer to the center. Scroll the mouse wheel. If you need to. Press O to turn off the proportional editing tool, you can move the outermost vertices closer to the center to make the trunk less angular. Exit the top view, hold down the middle mouse button while moving your mouse. Hold down Alt and select the second lowest loop cut at the bottom. Breast, G, C. The more we down scale it slightly larger with S breast step. To return to object mode, the tree trunk is now complete. Let's make the branches of the tree from planes on which the branch texture will be added later. Make sure you select the tree trunk, press H to hide it. You shift a to add a new plane. Make the plane device S big S, then the two key for empty action there or edit mode with that. And make sure you have selected the entire object with a. Now move the plane on the x-axis by two units so that its pivot point remains on the edge of it, this g, x and hold down control for empty action and release the control key. You can add some geometry to the branch so it's not completely flat. Use Control R to add a new loop guard to the center of the plane, or for empty action and click the right mouse button. Now press G, C and more with up slightly. Let's add another loop guard to the blade so that there will be four phases in it. Use control are confirmed the action and click the right mouse button. Now press G to move it up as well. Select the outermost edge of the plane while holding down Alt. Move it up slightly with G, C. Now press Tab to enter object mode. Best G, C to move the brands up. Press Alt H to unhide the trunk object. Rotate the brands so that it doesn't point upwards. Make sure you have only selected the branch object by clicking on it. The branch should be rotated on the y-axis. So breast are why currently the brands is too far away from the trunk. Use it. Move that branch in edit mode to keep the pivot point in the center. Press Tab to enter edit mode. Make sure you have selected the entire object with a move that brands are the x-axis so that it looks like it's at that's to the trunk. So press G x step to end their object mode. Now it's time to add branches around the trunk. Duplicate the branch by pressing Shift. Click the right mouse button to cancel moving it. Rotate the new branch to the other side of the trunk. To do that, press R, C. The brands moves smoothly along the surface of the trunk because it's pivot point is in the center of it. Now press G, C to move the selected branch down slightly. You see the duplicate the branch, then click the right mouse button. Breasts are, see the row data, new brands about 90 degrees. Move this one up slightly by g, C. You shift the again to duplicate a new branch. Rotate the object to the other side of the trunk with our C. You can also move it to a different height with G C. Now select our four branches by holding down Shift. While you select you shift the duplicate the selected branches. Breast GC demo of the new brands is up, rotate them with our C. You can select individual branches and move them to different heights to create some variation. You can make the branches smaller the higher they are in the tree. Select the new branches by holding down Shift. Scale them smaller with S. Use Shift D to duplicate these branches. Breast GC the move them up, move and rotate them randomly, then scale them to be a little bit smaller. Id and you've got the hang of it by now. So keep adding new brands as to the trunk. When you reach the top of the trunk, you can move the branches to about the same level. Now go to the top view with number seven. Cover the top face of the trunk with the uppermost branches. Move the four branches so that they completely cover the top face of the trunk. Since you are in the top view, all you have to do is press G. In this view, the brand says Don't move on the c-axis at all, but only on the x and y-axis. The exit, the top view hold down the middle mouse button while moving your mouse. 3d modelling of the tree is now complete. You can find to need later when you are able to see what it looks like with the brands texture. Now combine all the objects in the tree. Use a deselect all of them and press Control J to join them together. The reason at all of the transform values of the three breast control and select all transforms. Right-click and change the shading style off the object to smooth with the shade smooth option. The last step is to name the tree by their correct name. Double-click its name in the outliner window and name it 301, underscore LOD. Save it as 301. 14. Tree Branch Texture Painting: Let's draw a branch texture for the three in a new Blender project that the extra is going to consist of a single branch that can be unwrapped, the area branch of the tree. Click the New button to create the new texture, name it, branch. The extra makes the background of the texture transparent over the color tool. And Jane sees a value to 0. Keep the Alpha setting activated, and click the Okay button. This texture should also be made in black and white so that it's color can be changed freely in Unity. Make sure you have selected a white-collar with the right mouse button. Us FDA reduce the size of the brush. Draw the outline of the following shape. Try to draw the shape as close to the center of the texture as possible. Now select the fill tool and filling the branch. Select the twirl tool again and feel the small gap around the shape. Right-click and change the blending mode. Select the eraser alpha setting. With this blending mode, the existing colors in the texture can be made transparent. Breasts and select line as the stroke method. Draw lines on both sides of the branch to create small details for the texture. And change the stroke method back to space. If necessary, increase the size of the brass with f, make the lines less systematic. In addition, you can improve the shape of the branch. Right-click and J's the blending mode to multiply. Also make the color a little darker. You can add color variation to the branch. Use Shift F to change the intensity of the brush. Save the texture with Alt S blows the project without saving. 15. Tree UV Unwrapping: Let's create a branch and trunk material for the three. Breast tap to enter edit mode. Opened the material properties tab, create a new material with the new Byron. Currently the entire object uses this newly created material. You can confirm this by clicking the Select button. With this button, you're going to select parts of the geometry that are currently using the selected material used to de-select button, to de-select the parts of the geometry used by these material. For the sake of clarity, renamed the material by double-clicking on its name, name it trunk. Now create a new material by first clicking the little plus button, then the new button name it branches. Currently know about off the object uses these material. You can confirm this by clicking the Select button. In order for the brands as to be set to use these material, they must first be selected. The fastest way to select the branches is the first select the trunk by hovering your mouse over eighth and pressing L. These keyboard shortcut can be used to select individual parts of an object. Now press Control I to select the branches. Make sure you have selected the branches material. Now click the sign pattern to set these parts of the object to use these material. Jst shader used by the material from the surface sitting. Select the emission option so that the branches don't reflect light. Now click the yellow circle to the right of the color setting and select image the extra, click the Open button and select the branch texture you made earlier. Resi DJs, the shading mode, the material preview, the branches are already unwrapped correctly bought their rotation in the UV map is incorrect. Hover your mouse over the UV editor window and press a to select everything. Breasts are, then hold down control and rotate the selected parts 90 degrees to the left, confirmed the action and release the control key. Let's then modify the UV map of the trunk. Make sure you have selected all the branches. Hover your mouse over the 3D view about window and press H to hide them. Select the trunk material from the material least. Press a to select the geometry of the trunk. When you look at the UV map, you can see that the trunk is unwrapped like a primitive cylinder. That's good, but the faces below and above it take up too much space compared to how little the player is going to see them. Make sure your mouse is over the UV editor window and press F4 to enter Island mode in the UV map. Hold down shift and select both circles. Press G, the move them out of the UV map for a moment. Breast out a to D, select everything. Now breast one to enter a vertice mode. Hold down the left mouse button, and use the book selector to select all the lowest worldly says. They attempt to the bottom of the UV map, breast. Gee, why? Confirmed the action? Use Alt a duty select everything. Now press for when they're Island mode and hold down shift to select the two circles. Scale them very small with S, breast G, the move them to the corner of the UV map. Let's next draw the trunk texture directly on the surface of the trunk. 16. Tree Trunk Texture Painting: Move your mouse over the 3D view port window and press of age the unhide everything. Make sure you have selected the branches material from the material list and press the Select button to select only the branches. Now go to the texture paint workspace. Hover your mouse over the 3D viewport window and press M to activate the paint mask tool. Now press H to hide the branches. Then press Control I to select the trunk for the mask. Select the trunk material from the material list. Now add a texture to the material. Click the plus button in the Properties window. Select the Base Color option, name it drunk the extra. James is default color to brown. There are enough the Alpha setting and click the Okay button. Open the texture in the image editor window. Leak the texture list next to the New button and select the trunk texture. The trunk currently reflects light. The fixed this, open the viewport shading menu, and select flat as the lighting option. Let's start by creating a base color for the body with a couple of different color variations. Click S over the trunk to select each color. Now right-click and choose a slightly lighter brown color. Use shift if the decrease the strength of the brush. And if the resize it. The current color around the trunk. Now choose a slightly greener color with the right mouse button. Draw these color all over the trunk. Select the smear tool to blend colors together. If this mirror tool doesn't work properly on your computer, try this mirror smaller areas at once. If that doesn't help, either, you can mix the colors with the draw tool and with a brown color in the mix blending mode. Now add a darker color to the bottom of the trunk. Select the Draw tool. Press F to increase the size of the brush. You sift F to decrease the strength. Blending mode to multiply using the right mouse button. You see if the change the strength of the brush to make the trunk less dark as you go up. The extra is now complete. Hover your mouse over the image editor window and press Alt S to save the Dexter. Save the project as well with control. 17. Tree LOD Versions: Now let's see what the finished HDRI looks like. Do display all parts of the object, press Alt H. Risks see the change, the shading mode, the material preview. There, object mode. With that, you can take a closer look at the tree. It would be good to see what their branches look like without their black part. The dual of this material of the branches must be modified. Now for the first time, let's go to the shading workspace. Open their material properties tab. Select the branches material. Below the 3D viewport window, you will see the shader editor window from which you can see the structure of the selected material as nodes. Make sure your mouse is over the shader editor window. Press Shift a to open a menu link certs to search for a specific node. Transparent and select the transparent BSD f option. Move the node over the emission node. Now use Shift a again to add another node, clique certs and type mix. Select the mix shader option. More way to the right of the transparent note. Hold down the left mouse button the more of the red material output node to the right. Currently the added nodes don't affect the material because they are not connected. To denote system. Drag the mix shader node over the line below it, the connect it to the system. Now pull a new line from the green circle of the transparent node by holding down the left mouse button, move it to the green circle of the mix shader node to which the emission node is currently connected. Now the emission node moved to the lower green circle. Make sure the transparent node is connected to the upper green circle of the mixed sailor. Note, now hold down the left mouse button. The ball align from the gray circle of the image texture node to the gray circle of the mix shader node. The final step is to change the blend mode setting for the material. These can be changed either material properties window, open the blend mode drop-down menu, and select the Alpha clip option to make the branches look as they should. The brand sticks are set in the image texture node is best for the emission shader. Shaders to determine how, for example, lights affect the surface of the material. This information is passed to the mix shader node, which can be used to combine two shaders based on its FAQ value. The fact value is obtained from the alpha value of the image texture, which is the black area of the brands texture. Now the mix shader node knows which spots of the texture should be transparent. Another shader is connected to the mix shader node. The shader is called transparent and can be used to make the material transparent. The mix shader node combines the two shaders based on the fact value making the black area of the brands texture transparent. The result of the mix shader node is passed with the material output node, which stairs the material bodies should look like. Rest API to enter object mode, use Alt a, the de-select the object. It can be seen that the upper branches are not attached to the top of the trunk. Select the object and press Tab to enter edit mode. Use of de-select everything. Breaths three to n. Their face mode. Hover your mouse one-by-one over the top four branches and press L to select them. Now breasts, see the move them down. Let's modify the lower part of the trunk. Enter vertice mode with one. Select the four vertices above the lowest indented vertices by holding down shift. Scale them slightly inwards with the three. Now looks good. If you wish, you can make further changes to it, such as adding more brands is to it. Let's start making its LOD versions. Don't use the DSM-V modifier this time, but to simplify its geometry, manually, make sure you have selected the tree and that you are in object mode. Press Shift D to duplicate it, right-click to cancel, moving it. Duplicate its third version, later, named the new LOD version with the correct name in the outliner window. High diversion 0. And make sure you select Version one Rest API to enter edit mode to better understand the geometry of the tree breast C, to enter solid shading mode. To do enter edge mode, hold down Alt to select the middle lobe got off one of the branches. Next, select the corresponding lobe gut for all branches. Instead of selecting them one-by-one, press Shift G, and select phase angles. This is how you are able to select similar parts of the object. However, you may have accidentally selected some of the faces of the trunk. Today's select them all hold down shift while selecting them with the left mouse button. Now that only the loop got in the middle of each branch is selected, press X, dissolve edges to delete them. This way you can remove only the edges you selected without changing the geometry around them. Let's now simplify the trunk. Breast to do enter edge mode. Select the innermost loop guts hold down shift. While selecting with the left mouse button. You can release the keys. In the meantime, as you rotate the view and hold them down again, when it's time to select a new loop cuts, press X and select dissolve edges. Now the trunk is a little simpler. Let's make the last LOD verse and next best step to enter object mode. Press Shift D to duplicate the tree and click the right mouse button, rename the new tree, the version two. Then hide version one. Make sure you select Version to press the app to enter edit mode, to make sure you are in edge mode, breast to select the edge in the center of a branch. Press Shift G and select phase angles. If you accidentally selected unnecessary edges, hold down Shift and deselect them. Now breast X, select, Dissolve, etches. It's time to modify the trunk of the tree. Select the loop guts the right and left off the outermost loop gods by holding down Shift Alt while selecting them with the left mouse button. Delete the selected loop guts with x dissolve edges. The LOD versions are now ready to enter object mode. Use of age the unhide them all. Let's export the tree. Navigate to File, export FBX. Make sure you activate the applied transform option and click the export FBX button. 18. House 3D Modeling: Let's start making the last game asset of the course, which is a house. This lecture is a long one. So prepare yourself for some serious 3D modeling. I hope you will stick around because in the end, it will all be worth it. First, add a new cube with shift. Move it upwards so that it sits on top of the create Paris G, C and hold down control. Reset its pivot point with control. Location. Open the side panel with n. Let's change the dimension values of the cube. Jamestown, x-axis value. Therefore, the y-axis value, the Sikhs, and the c-axis value the five suites to edit mode with the app at a horizontal loop cut with control, our slide it slightly upwards and confirmed the action. Make sure you are inverting mode by pressing one, select only the two uppermost vertices of this side of the cube. Select the first one, then holding down, shift, select the other one, breast M, and select the Add center option, the merge them together. Now select only the two uppermost vertices on the other side of the cube by holding down Shift, press M and choose at center, selected to uppermost vertices by holding down Shift, move them slightly upwards with G, C. The basic shape of the house is now ready. Let's continue by adding smaller details to it, starting with the coroner boards suites to object mode, we create a new cube which shift a suites to edit mode with the move the cube to one of the corners of the house with Gy and g dx. Because you moved the cube in edit mode, it's pivot point stayed at the center of the 3D space. When the pivot point is at the 0, you can Miro the object correctly to the other side of any axis. Open the modifier properties tab, open the drop-down menu, and under the Generate heading, select the mirror option. At the moment the cube is only mirrored on the x-axis because only the x-axis option is selected in the modifier activate the y-axis as well. Numbered seven, the sweets to the top view, more of the cube to the corner of the house. By pressing G alone. The cube moves only on the x and y-axis because you are in the top view. At this point, it would be great to see inside the house. Press C, D. James, the drawing mode, the wireframe. Scale the cube smaller with breast G, the more weight to the corner of the house, again, squeezed to the front view by pressing noun bad one. Whereas G, C and more of the cube. So it sits on top of the create the selected cube without a, make sure you are inverted mode by pressing one. Now select only the upper most vertices of the cube with the book selection tool by holding down the left mouse button, move the selected word he says upwards with GC suites to object mode, with dab and press C to change the drawing mode, the solid exceed the front view by holding down the middle mouse button while moving your mouse. Ways to edit mode with the lab. Let's add more blanks to the House. Select the whole corner board with a duplicated, which shift the AD. Click the right mouse button, rotate it on the y-axis by pressing R y. Hold down control and confirm the action once you have rotated it 90 degrees. At the moment the cube goes through the mirrored version of it. To prevent this, activate the clipping setting from the mirror modifier. Speeds to the front view by pressing non bad one more the cube to the same level as the end of the corner board by pressing G, C. Next, move it on the x-axis towards it's mirrored version. Gonna affirm the action once the rightmost vertices are in the same position as the edge of the corner board. De-select everything without the moment the newest cube overlaps with the coroner board. Select the corner board by hovering your mouse over one of its vertices, then press L Swedes to wireframe drawing mode with C. Makes sure you are in the vertice mode by pressing one breast C to activate the circle selection tool. Hover your mouse over the allover and most vertices and click the middle mouse button to D select them. Deactivate the circle selection tool by pressing the right mouse button. Move the selected vertices downwards with G, C suites to object mode. With that. And the solid drawing mode, we'd see exit the front view by holding down the middle mouse button while moving your mouse. The next step is to add a blank to the side of the house as well. Switch to edit mode with the de-select everything without a hover your mouse over one of the vertices of the blank and press L to select it. Duplicate it with Shift D and click the right mouse button. Move it on the y-axis with g y, so you are able to see it. You will notice that the blank is attached to the mirrored version of it. This is because the mirror modifiers clipping setting is still activated, deactivated because you don't need it at the moment. Spreads to the top view with non bad seven. Squeeze the wireframe drawing mode with C. First, move the blank on the y-axis with g, y, so that it is inside the house. Now, move it on the x-axis with g x. Now that the black is on the side of the house, rotated 90 degrees with R. Because you are in the top view, you can rotate an object on the c-axis by pressing R alone. Hold down control and confirm the action. More of the blank to the previously made blank with g. Now activate the clipping setting of the mirror modifier because you will need the more of these blank next to the mirrored version of it. Make sure you are inverted mode by pressing one breast, see, do activate the circle selection tool. Hover your mouse over the vertices that are next to the previously made blank. Click the middle mouse button to de-select them. Deactivate the circle selection tool with the right mouse button. Move the selected vertices on the y-axis by pressing G Suite's to object mode with the solid drawing mode with C, exit the top view by holding down the middle mouse button while moving your mouse. Now the House has coroner boards and horizontal blanks. You can apply the mirror modifier by clicking the down pointing arrow button and choosing the Apply option. Use a to select both objects and join them together with Control J. Let's start creating the roof of the house. Ways to edit mode. With that. De-select everything with a hover your mouse over one of the corner boards and press L to select it. Duplicate it with Shift, and click the right mouse button. If they're new, blank upwards next to the roof with G, C. Make it a little bit bigger with S suites to front view by pressing noun bad one, row that the roof blank with R so that it is approximately at the same angle as the roof. Breast, g, x the morbid on the x-axis until it's uppermost vertices are at the blue line. Move it slightly downwards with G, C so that it overlaps with the rest of the house a little bit. Suites to the wireframe drawing mode with C. Make sure you are inverted this mode by pressing one, de-select everything without a, press C to activate the circle selection tool and select the leftmost vertices of the rule of blank. Deactivate the circle selection tool by clicking the right mouse button. Slide the selected vertices so that they are at the same position as the blue line. The slide the selected geometry, breast G twice. Move your mouse to slide the vertices and corner firm the action with the left mouse button. You can more the other end of the roof blank further away from the house by first switching the face mode with three and selecting the face at the end of the plank. Press G to move it. Suites to object mode with dab and the solid drawing mode with C. Exit the front view by holding down the middle mouse button while moving your mouse. Let's now Miro the roof blank due east side of the roof. To do this, you must first separate it from the house object. Switch to edit mode with, de-select everything without and select only the rule of blank by hovering over it and pressing L to separate an object, press P, separate the select that geometry by choosing the selection option. Switch to object mode with the tab. Select the roof blank, makes sure that its pivot point is at the 0 of the 3D space, otherwise, mirroring will not work correctly. Open the drop-down menu in the modifier properties tab, select Miro, activate the y-axis option from its settings. Apply the modifier by clicking the down pointing arrow and selecting the Apply option. Joined the two objects together by first selecting them with a. After that, press Control J. Switch to edit mode with de-select everything without make sure you are in face mode by pressing Select both sides of the roof by holding down Shift. Delete them by pressing X and selecting the faces option. Let's recreate the rule of using the roof planks. Let's add to loop guts, tweets, roof blank, press Control R, and scroll your mouse wheel until there are two loop cuts in the blank. At the moment, there is a little gap between the blanks. These can be fixed by merging the vertices of the blanks that are close to each other. Select all roof blanks with L, breast m add selected by distance option. At the bottom of the interface is a message that says removed 0 vertices. This means you have to increase the value of the mirrors by these standards action. To do this, open the murders by distance menu from the lower-left corner of the 3D view port window, you increase the value of the Mertz distance setting by clicking the arrow to the right of the field. By clicking the arrow, once you've managed to merge vertices together, there is still a small gap between the blanks. Increase the value once again by clicking the arrow to the right of the field. Now 16 vertices were merged together. At this point. Use it to remove any unnecessary faces that are hidden inside the house. Suites to face mode by pressing three and the wire frame drawing mode with C. Select the following phases while holding down shift. The solid drawing mode with C, you are able to confirm that these phases can't be seen. Delete them by pressing X and selecting the faces option. Next, delete the unnecessary edges of the house suites to edge mode with two. Hold down shift and select the following loop guts. Press X and select The dissolve edges option. Use it also delete the unnecessary face on the bottom of the house, squeezed to face mode with three. Select it and press X. Select the faces option. Suites to edge mode with two, hold down shift and select the following Tuesday loop guts. Slide them slightly upwards by pressing G twice. From the action suites to face mode with three, hold down shift and select the two following faces that are on this side of the roof. Let's fill the space between these two phases to make a new rule of these can be done by pressing Control. Select the breach edge loops option. Let's do the same thing to the other side of the roof. First, de-select everything with Alt. Select the two phases while holding down Shift. Press Control. And Jews breach loops. Switch to wireframe drawing mode with C, there is currently an unnecessary face on top of the roof. Select it and delete it by pressing X and juicy interfaces option suites to solid mode with C. Let's add a blank on top of the roof. Start by adding a loop cut on both sides of the roof with control, our slide deselect that loop, cut by pressing G twice. Slide it near the highest point of the roof. Before you do the same for the other loop, cut open the edge slide menu from the lower left corner of the 3D view both window click the factor field and copy the current value with Control C. Now select the other lobe got while holding down Alt, breast G twice the slide it a little bit upwards. You can now paste the copied value to the slide menu by first clicking the current value and then pressing Control V so that this loop got most to the exact same height as the loop cut on the other side. Switch to face mode with three selected two phases on top of the roof while holding down, Shift. Delete them with x by to seeing the faces option at one last lobe got to both rule of blanks with Control R. Weights to face mode with three. Select the two following faces while holding down Shift. Fill the space between them by pressing control and selecting the bridge is loops option. Do the same for the other side of the roof, deselect everything without hold down shift and choose the two phases. Press Control and twos rich edge loops. To wire frame drawing mode with C, There is again, one unnecessary phase inside the New Geometry. Select it and delete it with x by choosing the phases option suites to object mode with that, and to solid drawing mode, we'd see the house is almost finished. However, it lacks two of its essential features, which are the door. And the windows. Let's do the door next. Shift. And twos. Blaine, move it to the front of the house with GY. Rotates it on the x-axis by pressing R x. After that, press 90 so that the door rotates 90 degrees. Confirm the action with the left mouse button. Move the door up. One unit with GC, hold down control as you move it and confirm the action. Sweets through the front view by pressing noun bad one. Switch to wireframe drawing mode with C, doors are usually around two meters or six feet, five inches in height. The door is already the right height, so let's modify it. Sweet. Only breast. Firm the action when you are satisfied with the width of the door. Let's now add smaller details to the door by first adding two metal parts that hold the door together. Duplicate the door with Shift D, Gleick, the right mouse button. Scale the new blame on the c-axis with S, C. Switch to edit mode with their job and the vertice mode with one, select only the two vertices on the right side of the plane by holding down Shift, move them to the left on the x-axis with g, x. Add a loop cut with Control R and slide it near the end of the plane. Select only the two vertices at the end of the plane while holding down Shift. Scale them the words each other with NSC. Select the entire object with a switch to solid drawing mode with C and exit the front view by holding down the middle mouse button while moving your mouse. Extrude new geometry from the selected vertices by pressing E, the new geometry automatically moves on the right axis, make the part a little bit thicker and confirm the action suites to object mode with the app. Now, duplicate the middle part with Shift, and click the right mouse button. Move it upwards with G, C. Select the other metal part and more of it downwards with G C. While holding down Shift, Jews are the parts of the door and joined them together with Control J. Next, let's add a handle to the door. Switch to edit mode with the de-select everything without a and twos only the door with duplicate it with Shift. And click the right mouse button suites to the front view by pressing numbered one to wireframe drawing mode with C. Start by scaling the new Blaine, smaller with S, breast G, and move it to the right side of the door. Scale it a little bit smaller on the C axis with G. Suite's the solid drawing mode with C and exit the front view. Extrude new geometry from the selected geometry with E, make the handle a little bit thicker and confirmed the action. Scale, the selected geometry a little bit smaller with S. You can also scale it smaller on the x-axis with S. Suites to object mode with tap. Press Shift a and twos, Ico sphere. Move it in the front of the door with G Suite's to the front view by pressing numpad one, scale it smaller with S. Press G, and more the ego's fear in the middle of the hand or if necessary, scale it's smaller with S. The ego's fear currently has a flat shading style. So let's change that to the smooth shading style. Brush the right mouse button and to use the shade smooth option, exit the front view. The ecosphere on the y-axis with g y, so that it overlaps with the handle a little bit. Next, let's add the handle itself. At the new torus with Shift, a perimeter shape contains a lot of geometry by default. So let's make it a little bit simpler. Makes sure that the ad tourist menu is open. Jane's devalue of the major segments setting to 12, and the minor segments to move the torus in front of the door with G. Rotated 90 degrees on the x-axis by pressing R x, breast 90 and corner affirmed the action weights to the front view by pressing numpad one, scale the thoracic, smaller with S, breast G and move it underneath the eye goes sphere of the hand or if necessary, scale the thorough smaller with the torus would look better if it were thinner. Switch to edit mode with the lab. Make sure you have selected the whole object with a breast up. The modify the thickness of the torus. Submits back to object mode with dab and exit the front view. Move the thorax on the y-axis by pressing G. Jane's to shading style of this object by pressing the right mouse button and to seem to shade smooth option, hold down, shift and choose every part of the door. Now press Control J to join them together. More. The door next to the house, breast Gy. Select all the objects with a and tied them together with Control J. The next step is to add a frame around the door, Swedes to edit mode with the de-select everything without a select one of the corner boards of the house with L, duplicate it with Shift, and click the right mouse button. Move it next to the door with g x. Move it away from the house with G Y. Sweets to the front view by pressing numpad one and the wire frame drawing mode with C, scale, the object smaller with S, breast G, and more of it so that it sits on the red line. Activate the circle selection tool with C and D, select the lower most vertices by pressing the middle mouse button, deactivate the circle selection tool with the right mouse button. Press G, C, and move the selected vertices upwards so that the object is the same height as the door. Select the whole object again with AL and duplicate it with Shift. Click the right mouse button, move the duplicated object to the other side of the door with g x. Duplicate the object once more with Shift. And click the right mouse button, rotated 90 degrees by pressing R followed by 90, gone firm the action. Scale, the selected geometry bigger with S, G and move it on top of the door. Press C to activate the circle selection tool and click the middle mouse button to select the leftmost vertices. Deactivate the circle selection tool with the right mouse button. Move the selected vertices left with G. Suite, the solid drawing mode with C and exit the front view. Select the three objects with more of them next to the house with Gy. De-select everything without a. You can see there are no faces on the ends of the top part of the frame. Suites to edge mode with to hold down Alt and select the end of the breast if the field, the selected area, do the same for the other end of the part. Hold down Alt and select the end of the breast F, the fail it suites to object mode with the last thing to do is to add a window on both sides of the house. A new plane with Shift, a switch to edit mode with more of the plane on the side of the house with g x. The pivot point of the blame should be at the center of the 3D space because it will be a mural node to the other side of the house. Click the Add Modifier dropdown menu and select the mirror modifier. Rotate the window on the y-axis by pressing R Y, press 90, gone firm D action submits to the side view by pressing numpad three and the wireframe drawing mode with C, G see more of that window to the middle of the side wall of the house. Scale the window smaller on the C axis with S, C suites to solid drawing mode with C and exit the side view. Move the window next to the wall with g dx. Let's now add frames around it. Switch to object mode with the tab. Select the house object as switch to edit mode with de-select everything without a press L to select the frame of the door. Duplicate them with Shift, and click the right mouse button. Move them on the x-axis with gx. Rotate him 90 degrees on the c-axis with our See, Brest 90 gone for empty action. Scale them smaller with S. More of them next to the wall of the house with g, x, y. Switch to the side view by pressing non bed three and the wire frame drawing mode with C, breast G, the move them to their correct position. Do you select everything without a squeezed two vertices mode with one, hold down the left mouse button and select all the rightmost vertices with the book selection tool, move the selected vertices to the right with g y. De-select everything without a hole down the left mouse button and select the lower most vertices of the object. Move them down with G, C, D. Select everything with Alt. Select the object on the top with L duplicated which shift, and click the right mouse button. Move it below the window with G, C, breast out a to deselect everything. Select one of the smaller parts of the frame with L, duplicate it with Shift, and click the right mouse button, pressed G, Y, and more of it to the middle of the window. Suites to object mode with that. And the solid drawing mode with C, exit the side view. If necessary, suite spec to edit mode with dab and select all the parts of the window frames. Move them closer to the wall with G Suite's back to object mode with, as you can see, the frames of the window, he didn't get mirrored to the other side of the house. This is because they are part of the house object that doesn't have the mirror modifier. Switch to edit mode. With that, make sure you have selected the frames of the window, separate them with B, and by choosing the selection option suites to object mode with dab and select the frames of the window. Hold down shift and select the window object. Press Control J to join them together. Now the frames are mirrored to the other side. Apply the mirror modifier by linking the down pointing arrow and juicing the Apply option. Select all the objects with a and join them together with Control J. The house is now complete. Rename it in the outliner window with the name House 01. Save the model with the same name. 19. House UV Unwrapping: The next step is to interrupt the shape of the house in the UV map, with the exception of the door, the house is completely symmetrical on both x and y-axis. This means that the space in the UV map can be used efficiently. First, the house needs to be split into one-quarter of its current size, after which the mirror modifier should be added to it, which will make the house hall again. Then the original quarter of the house will be unwrapped into the UV map so that the mirrored sides will all use the same islands of the UV map, the original one. When you draw on one-quarter of the house, the same changes will be applied that the mirrored sides as well because they are coordinates are the same in the UV map. This makes painting that extra fast. And each phase of the house, we use as much space in the UV map as possible, which increases the quality of the texture. Make sure you are in object mode. If the transform values of the object have not been reset, breast control a select or transforms. Let's separate the door from the house object temporarily. Switch to edit mode with the de-select, everything with Alt. Select it's part of the door with L. Separate the selected geometry by pressing P and selecting the selection option. Suites to object mode. Select the door and hide it with age. An easy way to cut parts of the house of Easter, use the Boolean modifier. Use this modifier. You must first add a shape to the 3D space that will be used to cut the decide object at a new cube with Shift a more with one unit to the left with g, x, y holding down control. Next, move it one unit on the y-axis with g y while holding down Control. Switch to edit mode with DHAP and the wireframe drawing mode with C. Make sure you are in face mode by pressing three. Select the face on the top of the cube. Press G, C, and move it upwards until it is higher than the roof of the house. Suites to the top view by pressing non-bird seven, select the lowermost face of the cube and press G. The more width on the y-axis until it is further away from the 0 of the 3D space than DH of the House. Select the leftmost face and more with to the left with g x. Select the upper most phase and extrude new geometric form it with e. Move the new geometry over ds of the house. Now select the right most phase of the just created geometry and extrude new geometry from it with e suites to object mode with the job and the solid drawing mode with C. Exit the top view by holding down the middle mouse button while moving your mouse. Now the cube objects should cover the whole house except for a one quarter of it. Select the house object, open the modifier drop-down menu, and choose Boolean. Let's assign a shape that will be used to cut the house. Activate the eye dropper tool that is next to the field of the object setting. Gleick on the cube in the 3D space. Janes the solver settings value to be fast. When you switch to wireframe drawing mode, you should see something like these. Apply the modifier. The cube has done its job, so you can select it and delete it with x. When applying the Boolean modifier, it may leave unnecessary geometry in the object. These kind of geometry should be deleted to prevent problems from occurring in the future. Select the house and sweets to edit mode with. Let's start off by deleting any unnecessary edges. Suites to edge mode with two geometry of your house will most likely be different than in the video. But in this case there are unnecessary edges in the window. Select all these edges while holding down shift. Press X and Jews, etches the delete them. Next, let's see if there are any unnecessary vertices in the object squeezed to vertice mode with one, select all unnecessary vertices while holding down shift. Delete them by pressing X and choosing the dissolve vertices option. Lastly, let's delete any hidden faces of the object so they will not the space in the UV map suites to face mode. Select the following phases while holding down shift. Delete them by pressing X and choosing the faces option. At this point, you should also delete hidden faces from the door object. Switch to object mode with the unhide the door without H. Select the door as Swedes back to Edit Mode, which makes sure you are in face mode by pressing Select the following faces while holding down Shift. If needed, switch to wireframe drawing mode with C. And choose faces. Switch to object mode with dab. Select the house object and add the mirror modifier to it. Open there modifiers, dropdown menu and select Miro, activate the y-axis in the modifiers settings. Finally, let's unwrap the shape of the house and the door into the UV map. Go to the UV Editing Workspace. Make sure your mouse is over the 3D viewport window. Select both objects with a suites to edit mode with the select everything with a. Let's use the fast and easy way to unwrap this object. Impress you, and select the Smart UV project option. Change the value of the Ireland March in setting the 0.05. So there will be some space between the islands. Click the Okay button. As you can see by using the smart UV project option, you got a lot of islands in the UV map. The more islands in the UV map, the more seems we'll be in the texture and the harder it will be the world with the UV map. Even though this method is not the most optimal, let's use it for now as it still gets the job done. 20. House Texture Painting: Let's draw a texture for the house. So I'll go to the texture paint workspace. Create a new texture by clicking the plus button on into Draw tab. Choose the base color option, name to Dexter house texture. These objects has larger faces than the previous ones. So let's make this texture twice as large. Add an asterisk after the width value and type the number two. After that, press Enter. Do the same for the height value, JN cd for the color of the texture to be dark brown. De-select the Alpha setting and click the Okay button. Select the new texture in the image editor window. The new material should also be set through their door object. Open the drop-down menu in the upper left corner of the 3D view port window. Jews object mode. Select the Door Object. Go to the material properties tab, open the material list next to the New button and choose the material option. Now both objects used the new material. The door temporarily by pressing Select the house object. Open the drop-down menu in the left corner of the 3D view port window and choose the extra paint mode before drawing anything, open the draw tab and expand the options section. When dealing with larger objects like this house, you should increase the value of the bleed setting. When drawing a texture, the bleed value, as the name implies, determines how far the color flows over the edges of an island. It is important to have some color outside DHS of Aedes, Ireland because unity uses a technique called MIP map, which is basically a level of detail system for a Dexter's. It compresses the texture and displays a lower resolution version of it in objects that are far away from the camera. If there is no color outside the islands, players will see visible seams in the object when logging at it from far away. To prevent this issue, increased the value of the bleed setting to be, for example, do any use it to keep in mind that if you increase this value to match the painted cholera may flow over nearby islands. When watching this video, keep an eye on which window my mouse is over when I'm using keyboard shortcuts. Because if the mouse is over the wrong window, the keyboard shortcuts won't work. If blender Sweet says to the wrong mode, when you press the Tab key, use the drop-down menu in the upper left corner of the 3D view port window, the sweets to the desired mode. Swedes to edit mode with the lab. Make sure you are in face mode by pressing three. Let's start by painting the walls of the house. So select them for the mask by holding down Shift suites to the extra paint mode by using the drop-down menu. Activate the mask tool with m. From now on, make sure that the mask tool is activated when it should be. Now you can only draw to the walls of the house. When drawing on the three faces you just selected in edit mode, the changes will be applied to each wall of the house. Select the fill tool. Let's draw a wall that consists of gray bricks. Click the right mouse button and select a gray color. Fill the walls with the selected color. You can see on the UV map that they call or bleeds over DSS of the islands. Next, let's call off the roof. Switch to edit mode. We select only the three phases of the roof while holding down Shift. Suites back to the texture paint mode with the app. Click the right mouse button and select a grayish brown color. Then feel the roof with that color. Go back to edit mode with in addition to the roof of the house, select the walls and the class of the window by holding down shift. You should now have selected the roof, the walls, and the class of the window. Press Control I to invert the selection. Now you have all the Buddha and bots selected suites to the extra paint mode with the app. Hover your mouse over the roof in the UV map and press S to select its color. Click the right mouse button domain it a little bit darker color with a Boolean. Parts of the house speeds to edit mode with the tab and select only the class of the window. Back to the texture paint mode. Click the right mouse button and select a dark blue color. Fill the glass with the selected color. Suites to object mode using the drop-down menu. Breast out the unhide, the door object, and after that, select it. Breast DAP, the Swedes do edit mode and de-select everything without a. Use L to select the frames of the door. Switch to the extra paint mode using the drop-down menu, make sure that the mask tool is activated. If it is not activated, breaths M, hover your mouse over any food and bars of the house in the UV map breaths S to select that color field, the frames of the door with the selected color. Switch to edit mode with the select everything without a select only the middle parts of the door with ALL switch to the extra paint mode with select a dark gray color and fill the middle box with it. Lastly, you need to call out the door itself, select only the door and sweets back to texture paint mode. With that, hover, your mouse over the roof in the UV map and press S to select each color, feel the door with the selected color. The base color of the house is now complete. Remember to save the texture without S. Now it's time to draw this smaller details. Let's start off with the walls of the house. Swedes to object mode and select the house. Go to edit mode with the tab, and select the three phases of the walls. Wasted the extra paint mode. And activate the draw tool. When you draw the brick pattern or one off the walls, you can quickly copy and paste it to the rest of the wars by using emits editing software like paint dotnet speeds to the back view by holding down Control and pressing numpad one. Select the current color of the wall with S. Let's start off by making the outlines of the breaks. So click the right mouse button and select a darker color. Press the sweets, the stroke method to lie. Decrease the size of the brush with F. Start adding straight horizontal lines to the wall or down the left mouse button. And after that, hold down Alt to straighten the line. Next, add vertical lines to every second row. Lastly, add vertical lines to the rows where they don't already exist. Try to get the line in the middle as close to the mirror point as possible. If you want, you can use the smear tool to smear the lines a little bit, decrease the strength of the brush with sift. In closer to the wall. Select the tool, press the sweets, the stroke method back to space. Select a lighter color with the right mouse button. Decrease the strength of the brush, which saved at the selected color on top of each brick to create a 3D effect. Now decrease the strength of the brush with sift and add the lighter color to the center of the breaks as well. Make the color a darker with the right mouse button. Add the selected color to the bottom of each brick. Increase the strength of the brass with shift. Add this color to the middle of each brick as well. First, decrease the strength of the brush with sift. Select this mirror tool and decrease the strength of the brush which sift, smear the brakes a little bit. Remember the change the stroke method back to space with the first wall and it's mirrored side are now complete. Use some emits editing software to add the world Dexter on every wall. Be sir, to save the texture before doing it. If you edit it that they exert in an image editing software, you will need to set the updated version of the Dexter to the material on the material properties tab. Click the little arrow next to the base color setting. Click the Open button, and select the updated the XOR. Next, let's draw a smaller details to the roof of the house. Switch to edit mode with the app. Select the three phases of the roof by holding down shift. Switch to texture paint mode with app. Select the Draw tool suites to the side view by pressing noun bed three. Let's start off by adding the outlines of the roof tiles. Press F to decrease the size of the brush. Select the color of the roof with S and change it a little bit darker. Risky and choose the line stroke method. Hold down the left mouse button and then hold down Alt to strengthen the line, horizontal lines. Now add vertical lines. You can select this mirror tool and smear the lines a bit. Increase the strength of the brush, which saved. Next, add a lighter color to the center of each style. Select the draw tool and select a lighter color with the right mouse button. Press E and change the stroke method back the space, increase the strength of the price with shift. The next step is to add dark TIN lines to each style. Decrease the size of the brush with f. Select a darker color with the right mouse button. Decrease the strength of the brush with sift. Select the smear tool and smear the dark lines on each style. If needed, Janes, the size of the Prius with f and its strength with shift. Select the Draw tool. Let's add a darker color below each row to make the tiles look more 3D. Click the right mouse button and select a multiply blending mode. Decrease the strength with shift. Next, add lighter color to the bottom of each style. Bleak the right mouse button, and select the screen blending mode. You can still use the smear tool on the dark lines, for example, the XOR of the roof is now complete. Swedes to edit mode with that. Then suites to object mode by using the drop-down menu. The next step is to draw on the board and boss of the house. Because both the House and the door have a food and bots in them, you should apply the mirror modifier. You can draw on both the House and the door at the same time. The modifier properties tab and apply their modifier. First, select only the door object, then hold down Shift and select the house object. Press Control J to join the door object to the house object. Swedes to edit mode with the de-select everything with alt. Press L to select all the wooden planks of the house. Downshift and de-select all the phases of the roof. Swedes to the extra paint mode with a drop-down menu. Select the Draw tool. Let's start by adding some light color to each blank. Select the current color of the blanks with S and make it lighter with the rightmost pattern. Increase the strength of the brass with Shift F, and decrease its size with the right mouse button and make sure that they're blending mode is set to the default option mix. Next, select a darker color with the right mouse button and add that to each blank as well. Decrease the size of the brass with f. Select the smear tool and smear the three colors together to create a blank log. Increase the size of the brush with f and its strength with shift. Blanks usually have burnout edges. Select a troll tool and change the blending mode the screen with the right mouse button if needed, Janus, the size and strength of the brush. Lighter color, also to the end of the blanks. Again, select the smear tool and smear that just added colors. The blanks are now complete. The remaining parts of the house are the door, it's metal parts, and the class of the window switch to edit mode with the select only the door suites back to texture paint mode. With that, go to the front view by pressing numb. But one, let's add a few dark vertical lines to the door. Select the draw tool and decrease the size of the brush with F. Jane's to stroke method with E, B line. Select the current color of the door with S and make it darker with the right mouse button. Make sure the blending mode is set to mix. Increase the strength of the brush, which sift. Hold down the left mouse button, then the Alt key. Press E and change the stroke method, the space, lighter and darker color that the blanks of the door. Jane step blending mode to the multiply and add dark color on the lines. Select a smear tool and smear the colors. The door is now complete. Let's move on to the metal parts of it. Switch to edit mode with the selected door without a press L to select the middle parts. Go back to texture paint mode with the metal parts are small and hardly noticeable objects. So let's draw details on them quickly by adding some lighter and darker color to them using the draw tool. After doing this, smear them with this mirror tool. Swedes to edit mode. With that. Now select only one class of the windows. Go back to the texture paint mode with that selected draw tool and a lighter color to the class. Then add darker color to each side of it. The whole house is finally ready. Remember to save the texture and the model. You get really make LOD versions of the house because it consists mostly of symbol cubes that can't be simplified. So let's export it without LOD versions. Navigate to File. Export, FBX. Activate the applied transform setting and click Export. 21. Importing Mushroom to Unity: Now that all four are game assets are ready, let's start taking them. The unity track, the mushroom FBX file and it's texture to your unit projects assets folder. Drag the FBX file from the assets folder to the hierarchy window. Let's look at the structure of the mushroom object. In the hierarchy window. It has a root object and three child objects that are It's LOD versions. Each child object has three components. Transform, mess, feel there, and miss render. Transform is a component that controls the location, rotation, and size of an object in the game world, among other things, the mess filter includes a reference to the three-dimensional shape that is passed to the Mesh Renderer component for drawing the object. Mess Renderer includes several different features related to drawing an object. They ruled object of the mushroom has a component called LOD group, which Unity automatically added to the object because it detected that these objects are LOD versions because their name and sweet the word Elodie. The LOD group component shows the tree LOD versions at the current location of the camera. As you zoom in and out, you will notice that the LOD version changes in both the inspector and see and windows. By modifying the values of the load group component, you can determine at what distance the LOD version changes. The CT value of the component means the distance at which the object is not drawn at all. Because mushroom objects will be added all across the game world, it makes sense to make a prefab from it. Brief app is so-called blueprints of an object that already contains the necessary changes, such as the components and materials added to it. By modifying, for example, the mass room brief app. The changes will be made through every Marsh Room in the world, as long as it is a copy of the brief app, create a prefab by dragging the mouse rule object from the hierarchy window to the Assets folder. After that, click the original brief app button. You can now delete the mushroom that is in the game world by selecting it and pressing the Delete key in the assets folder, you can now find the brief app off the mushroom in addition to the FBX file, brief app is distinguished from the FBX file by the fact that there is no arrow that the right of its icon. Double-clicking the brief app opens a new window where you can edit it. By default, the object has a material with the texture you drew for it earlier. However, you should create a new material because the default one can't be modified. Hover your mouse over the assets folder and click the right mouse button. Select Create Material. Name it mushroom material. Drag the mushroom texture from the assets folder to the albedo field of the material. The smoothness value of the material is 0.5 by default, which is why it reflects light. The assets made in this course are not supposed to look realistic, so you can change the smoothness value to 0. Next, select is LOD version of the mushroom object while holding down control. Expand the materials list in the Mesh Renderer component. Drag the mouse rule material from the assets folder over the default material. Most objects in the game world should have a collision surface so the player can't just walk through them. However, the mushroom is such a small object that it doesn't make sense to add a collider to it. The last step is to set the mushroom to be static because it is a stationary object. In other words, it doesn't move. Select the Route object in the hierarchy window, activate the static setting in the upper-right corner of the inspector window. Now unity asks, Should the child objects also be set to static? The chart objects, that is the LOD versions should be static. So click the Yes James children button. Static objects are taken into account, for example, in the static batching system, which combines static objects of the world in the groups, speeding up their drawing process. The prefab of the classroom is now complete. Exceed the brief AP view by clicking the arrow in the upper left corner of the hierarchy window. You can now drag mushroom brief apps all around the world. If you are going to use baked lighting in your game world, you should select the FBX file of the mushroom and make sure you are on the model that activate degenerate light map UBS setting so that unity unwraps the shape of the object for the use of light maps. After that, click the Apply button. Live maps are textures on widths. Unity builds lighting information during the light baking process. The light map is then applied over that extra of an object, which makes the object look like it belongs to the game world. If you are looking for creative performance, usually use baked lighting instead of real-time lighting. 22. Importing Rock to Unity: Let's take the next asset to unity, which is the rock drag. It's FBX file and texture to your Unity projects assets folder. Make a brief app from it straightaway, drag the FBX file from the assets folder to the hierarchy window. And then from the hierarchy window back to the Assets folder. Click the original brief app pattern, delete the rock left in the hierarchy window, double-click the rock brief API to modify. It. Starts by creating a new material. Hover your mouse over the assets folder and click the right mouse button. Choose Create Material, name it rock material. Change its smoothness value to 0. Drag the rock texture from the assets folder to the outbid or field of the material. Hold down control and select each LOD version of the rock. Drag the new material over the existing one in the Mesh Renderer component there, OK, should have a collision surface because it is a big object. If the object has LOD versions, it is enough that you add a collider for the first one. Select the LOD version, click the Add component pattern at the bottom of the inspector window. So it's for mesh collider and select it. By default, the most collider component creates a collision surface that is exactly the same as the shape of the object. You don't need a precise college and surface. So activate the components convex setting, which simplifies the collider a little bit. Now the player can't walk through the rock, but they can, for example, jump on top of it. Because the rock is not going to move in the game, it should be marked as static. Select the Route object. Activate this static setting, and click the Yes James children button. Exit the brief AP view. You can now drag rocks around the world. If you will use pegged lighting in the environment, select the FBX file of the rock and activate degenerate light map. You'll be sitting. After that. Click the Apply button. 23. Importing Tree to Unity: Next, let's take the tree object to unity, drag it's FBX file and both the extroverts to your Unity project. Mega prefab from it by dragging the FBX file to the hierarchy window. And from there back to the Assets folder, click the original brief app button and delete the tree from the hierarchy window. Double-click the tree brief app, because the tree has two different textures, Let's create two materials for it. Select the mushroom material in the assets folder. Duplicate it twice by pressing control the press F2 three named the materials, named them drunk material and branch material. Selected trunk material and track the trunk texture, do its albedo field. After that, select the branch material, interactive branch texture to its albedo afield. Hold down control and select the three LOD versions of the tree directed to new materials with the Mesh Renderer component. As you can see, the brands material doesn't look what it should look like. First select the branch texture and activate its alpha is transparency setting from the inspector window. After that, click the Apply button. Now select the brands material, open the rendering mode drop-down menu, and select the cut-out option. Next, James to call or the brands by opening the color selection tool. Because the texture was thrown as white, you can now freely determine which color you want the branches to be. If the branch at being drawn as green in blender, you wouldn't be able to change it. For example, bright orange. In the future when drawing these kinds of textures, you might want to draw them as white. Next, you should add a collision surface for the trunk of the tree so that the player can't walk through the three. Select the first LOD version and click the Add component pattern in the inspector window. The proper colleagues and type for the trunk is the capsule collider. By default, the co-leader covers both the trunk and the branches, so it should be mortified. Switch to the side view by clicking the x-axis of the catch it in the upper-right corner of the CNN window. Jst view the order graphic by clicking the white cube in the middle of the catch it. Modify the radius setting of the capsule collider so that it is as wide as the port on part of the trunk. Because the tree won't move in the world, you should mark it as static. Select the Route object, activate the static setting and click the Yes James children pattern. Although the tree is marked static, its branches can still be made the move according to the wind by modifying the shader of the branch material. Exit the prefab view. Drag three brief apps around the game world. Select the FBX file of the tree and activate its generate light map you'll be setting if you are going to make an environment that uses baked lighting. 24. Importing House to Unity: Let's take the last asset, the house, the unity, drag, it's FBX file and texture to the Assets folder. Start by creating a brief app from it. Drag the FBX file to the hierarchy window, and from there back to the Assets folder, leaked the original brief app button and delete the house left in the game world. Opened the house brief app. Create a material for the house by selecting the mushroom material and duplicating it with Control. D, raise F to the rename the material house material. Drag the house texture in the DRP though field of the selected House material. Next, select the house object and track the material that the Mesh Renderer component of the house. At a collider to the house, click the Add Component button. The player, we most likely only collide with the walls of the house. So choose Box Collider. At the moment the collision surface is too wide, so suites to the front view by clicking the C axis of the catch it in the upper-right corner of the scene window. Jane's to view the orthographic by clicking the white cube in the middle of the catches. Adjust the x-value of the box co-leaders size setting so that the collision surface is as wide as the bottom part of the house. The house to be static by clicking the static checkbox in the inspector window, exit the prefab view. You can now drag house brief apps around the game world. Once again, if you are going to use pegs lighting in the world, select the FBX file of the house and activate the generate light map UB setting. You can continue creating new game assets or start building your very own game world, starting with these four assets. 25. The End: Congratulations on completing the course. I hope you learned a lot. Please write this course as it will help us a lot. Thank you.