Create Low Poly, Game Ready Assets in Blender and Unity 3D!
Through this Blender and Unity tutorial you will learn how to create low poly assets for games. Over the course of this tutorial you will learn the high poly and low poly modeling techniques needed to create the fire hydrant subject matter. You will learn how to unwrap the UVs of the final low poly model and how to bake out normal maps, ambient occlusion and texture maps.
Note: it came to our attention that some serious mistakes were made in the normal map baking tutorial, video #6. Due to this we’ve added an addendum video that goes over each of the errors and shows how they were fixed for much higher quality, and more accurate normal maps.
After the UVs are unwrapped and the baking is done we’ll take you into Photoshop to show you how to finalize the textures by adding the ambient occlusion and extra detail. Once the texturing is done we’ll go back to Blender and export the finished model out to an Autodesk FBX file and import it into Unity. In Unity we will then show you how to setup all the materials and textures and create a prefab for easy use in-game.
What You’ll Learn in this Course:
- High poly modeling methods with minimal effort
- How to create the low poly model quickly
- Techniques for creating convincing low poly models with good silhouettes
- UV Unwrapping and how to optimize your UV space
- Normal map baking and how to deal with common problems
- Baking ambient occlusion and color passes for easy texturing
- Creating detailed texture maps in Photoshop
- Making a specular map for good highlights
- Mixing and improving normal maps with Crazy bump
- Exporting the model out to Unity and setting up a prefab
Software Used:
- Blender 2.6+
- Photoshop CS 6
- Unity 3.5
- Crazybump
High Poly Modeling - part 02
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(24:55)
Low Poly Modeling
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(20:04)
UV Unwrapping
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(21:32)
Normal Map Baking
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(26:48)
Texture Map and Ambient Occlusion Baking
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(10:41)
Diffuse Texture
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(32:35)
Specular Texture
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(10:24)
Mixing Normal Maps in Crazy Bump
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(08:49)
Exporting to Unity 3D
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(29:18)
Normal Map Correction - Addendum
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(22:56)






first!!!!
awesome! Thank you very much for that tutorial!
I see the layout of the media player is different, so I can assume it is an updated version. Unfortunately, with this version I seem to be getting a lot of buffering time, whereas every video use to play smoothly with the older one. I’m even on faster internet than I use to have and am completely virus and spyware free. Anyone else having similar issues or have advice on resolving it?
I’ll add that while watching part 01 of this series and dealing with the buffer times, I opened up a Youtube tab and started a 1080p video and it download and played super fast, so I can be sure it’s not my connection. Thanks again for any help with the issue.
Received an email reply from Mr. Wes Burke about my issue. He is sending a report to Vzaar in effort to resolve the server issue in my area. Thank you Mr. Burke for you hasty response and providing top notch service!
Thank you very much for this series. I liked it very much, and it has greatly accelerated my understanding of how Blender, PS/GIMP and Unity all work together.
I enjoy these Modeling/Texturing videos. I always learn some new techniques.
Thanks Johnathan.
I thought this tutorial was well done and very informative. Here is a link to my version of your (now famous) fire hydrant
http://cgcookie.com/unity/images/fire-hydrant/
I also include a link to another image of a model of mine which I textured after taking your tutorial. I hope it shows something of what I learned from you about texturing. Note, the bolts on this model are “real” but the washers entirely normal mapped per your Tip on floating geometry. Thanks! http://cgcookie.com/unity/images/after-cgcookieunitycookieblendercookie/
Great stuff
-Alex
Hi,
i have a quick question: In the addendum you said to not use the subsurf modifier for the normal map baking and now i am wondering if the same is true for the ao and diffuse baking? Also what you said about increasing the margin from 2 to 16 should be true for all maps right?