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Ian Thompson

I want to make tutorials but I need your help!

I am thinking of making some tutorials to get some more practice with blender and was wondering what type of tutorials people would like. I was thinking about making a full tutorial series about making assets for a game and importing them to UE4 or a character creation course. But I really want to know what you want! What do you think is a topic that you would like to learn!


Happy blending 😀.

  • Large
    Thiago Lopes

    As a musician i would like some good tutorials on making electric guitars :D

  • v
    John Crawford
  • i
    Ian Thompson v

    I like this ill try it! I wanted a tutorial like this too!

  • i
    Ian Thompson Large

    Modeling a guitar! AWESOME ill try my best!

  • k
    Kasper Hviid

    Make tutorials on stuff that you master! Don't be afraid of teaching stuff that "everyone knows". What's common knowledge to you is wisdom to us newbies. On the other hand, we will spot if you try to teach something you don't know all that well.

    One tutorial I wished I had, is an overview on how to create game assets. There are lots of tuts on sub tasks, such as modelling, texturing or rigging, but what I'm looking for is one that gives me a basic idea of the entire work process, from the first sketch to the final .fbx export.

    If you have some personal hacks and tricks you use, those would make a good tutorial too!


    • l
      Kaj Suominen k

      Here's something i wrote for my current client and for their internal knowledge. again, your mileage may still wary depending on the project and the needs of the client. and since the fbx exporter in blender has its issues, i've found that some people might do things differently. this works currently for me. really hoping that someday there is direct exporter for ue4. also note that the separating nose,fuselage, wing and tail is specific for this project. hope this helps.

      Blender - Substance Painter - UE4 Pipeline

      Method 1

      • Blender under scene settings, Length to metric, unit scale to 0.01
      • highpoly (sculpted, boxmodeled, mostly single meshes)
      • Retopo lowpoly mesh (also will be the game asset
      • Cage file (EXACT copy of lowpoly mesh, if changes are made to the lowpoly, the cage file needs to be remade) inflated to be slightly bigger than the highpoly
      • Separate the nose, fuselage, wings and tail to their own objects
      • Uv-unwrap on each low poly object
      • Select all high poly objects and export using fbx exporter
      • select all lowpoly objects export using fbx exporter
      • Xnormal bake normal, ambient occulsion and curvature maps
      • Substance painter -> import normal, ao and curvature
      • Set up base lowpoly
      • Set high poly model in project settings and the cage file. (dilation width 32, Match to “allways”, max frontal and rear distance to 0.007)
      • Select world space normal, position and thickness and bake them
      • Paint the model, create masks for color/emissive sets -> export to ue4 settings
      • In blender, create armature for the separated objects, rotate all them to face X axis to be front
      • Export lowpoly one by one using fbx exporter, applying rotation/scale
      • In ue4 import everything with defaults

      Method 2

      • Blender under scene settings, Length to metric, unit scale to 0.01
      • Highpoly (sculpted, box modeled, each object having a name and suffix of _high)
      • Lowpoly/game asset mesh (each object following highpoly mesh objects and having same name with suffix of _low)
      • Combine each low poly object that creates their bigger set ie. wings with texture atlas, uv-unwrap this set. Make sure you only have one uv-set on the objects
      • Also have single material for wings, nose, fuselage and tail that is applied to their respectful parts (also can have separate material for engine glow)
      • Select all high poly objects and export using fbx exporter
      • select all lowpoly objects export using fbx exporter
      • In substance painter
      • Set up base lowpoly
      • Set high poly model in project settings (dilation width 32, Match to “by mesh name”, max frontal and rear distance to 0.007) (see the suffix names match ones setup in blender)
      • Bake the normal texture in substance painter,
      • Paint details with height information
      • Export the height information as normal map and bring it back to substance painter, use it for normal data
      • Bake all the rest of the maps in substance except the normal map that now contains all the details.
      • Create materials and finish texturing.
      • Paint the model, create masks for color/emissive sets -> export to ue4 settings
      • In blender, create armature for the separated objects, rotate all them to face X axis to be front
      • Export lowpoly one by one using fbx exporter, applying rotation/scale
      • In ue4 import everything with defaults

    • i
      Ian Thompson k

      Ive actually been making video game assets for work I could try to make some for a tutorial series!

  • l
    Kaj Suominen k

    Here's something i wrote for my current client and for their internal knowledge. again, your mileage may still wary depending on the project and the needs of the client. and since the fbx exporter in blender has its issues, i've found that some people might do things differently. this works currently for me. really hoping that someday there is direct exporter for ue4. also note that the separating nose,fuselage, wing and tail is specific for this project. hope this helps.

    Blender - Substance Painter - UE4 Pipeline

    Method 1

    • Blender under scene settings, Length to metric, unit scale to 0.01
    • highpoly (sculpted, boxmodeled, mostly single meshes)
    • Retopo lowpoly mesh (also will be the game asset
    • Cage file (EXACT copy of lowpoly mesh, if changes are made to the lowpoly, the cage file needs to be remade) inflated to be slightly bigger than the highpoly
    • Separate the nose, fuselage, wings and tail to their own objects
    • Uv-unwrap on each low poly object
    • Select all high poly objects and export using fbx exporter
    • select all lowpoly objects export using fbx exporter
    • Xnormal bake normal, ambient occulsion and curvature maps
    • Substance painter -> import normal, ao and curvature
    • Set up base lowpoly
    • Set high poly model in project settings and the cage file. (dilation width 32, Match to “allways”, max frontal and rear distance to 0.007)
    • Select world space normal, position and thickness and bake them
    • Paint the model, create masks for color/emissive sets -> export to ue4 settings
    • In blender, create armature for the separated objects, rotate all them to face X axis to be front
    • Export lowpoly one by one using fbx exporter, applying rotation/scale
    • In ue4 import everything with defaults

    Method 2

    • Blender under scene settings, Length to metric, unit scale to 0.01
    • Highpoly (sculpted, box modeled, each object having a name and suffix of _high)
    • Lowpoly/game asset mesh (each object following highpoly mesh objects and having same name with suffix of _low)
    • Combine each low poly object that creates their bigger set ie. wings with texture atlas, uv-unwrap this set. Make sure you only have one uv-set on the objects
    • Also have single material for wings, nose, fuselage and tail that is applied to their respectful parts (also can have separate material for engine glow)
    • Select all high poly objects and export using fbx exporter
    • select all lowpoly objects export using fbx exporter
    • In substance painter
    • Set up base lowpoly
    • Set high poly model in project settings (dilation width 32, Match to “by mesh name”, max frontal and rear distance to 0.007) (see the suffix names match ones setup in blender)
    • Bake the normal texture in substance painter,
    • Paint details with height information
    • Export the height information as normal map and bring it back to substance painter, use it for normal data
    • Bake all the rest of the maps in substance except the normal map that now contains all the details.
    • Create materials and finish texturing.
    • Paint the model, create masks for color/emissive sets -> export to ue4 settings
    • In blender, create armature for the separated objects, rotate all them to face X axis to be front
    • Export lowpoly one by one using fbx exporter, applying rotation/scale
    • In ue4 import everything with defaults

  • Large
    dolores74

    I want to make tutorials too but everybody will fall asleep when they hear my voice :-(

  • i
    Ian Thompson k

    Ive actually been making video game assets for work I could try to make some for a tutorial series!

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