Designing Game Characters For 2D & 3D With Blender & Godot
Published 8/2022
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 4.51 GB | Duration: 6h 31m
Published 8/2022
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 4.51 GB | Duration: 6h 31m
Step by step game characters design with Blender & Godot
What you'll learn
Designing 3D characters with Blender
Create a cel shading effect
Render images to be used as animated sprite
Export model as glTF
Use shader editor to create cel shading effect
Use the action editor to create non linear animations
Requirements
Blender 3.x installed
Godot 3.x installed
Mouse and Keyboard (preferable with numeric keypad)
Basic knowledge of Blender and Godot
Description
Hello and welcome.If you are a game designer or developer who is interested in creating your own animated sprites for 2D games or models for 3D games, this course is for you.This course focuses on the creation of 3D models with their own animations that you can use in both 2D and 3D environments.For this, we will use Blender as a 3D editor and Godot as a game engine where we will test the resources.In Blender, we will create two models. Both models will have a cel shading effect that will make them look like a 2D image.Both models will have an animation that will be rendered to be used as sprites. In addition, we will export the 3D model so that it can be used in external applications.In GODOT, we will import the resources we have created and configure them in a 2D and 3D environment.In this course you will learn:Designing 3D characters with BlenderCreate a cel shading effectRender images to be used as animated spriteExport model as glTFUse shader editor to create cel shading effectUse the action editor to create non linear animationsThis course may be attractive to you because it can help you to create some basic character models that can be used in a 2D or 3D video game that you can then customize in more detail in your personal projects.In addition, you will have access to the content created during the course.I hope you find the content useful and that you can apply it to your personal projects.Have fun and happy learning.
Overview
Section 1: Introduction
Lecture 1 Introduction
Section 2: Creating the head
Lecture 2 Creating the base. Pt 1.
Lecture 3 Creating the base. Pt 2.
Lecture 4 Creating the eyes.
Lecture 5 Creating the mouth.
Lecture 6 Adjusting the base. Pt 1.
Lecture 7 Using seams.
Lecture 8 Assigning the materials.
Lecture 9 Adjusting the base. Pt 2.
Lecture 10 Adjusting the base. Pt 3.
Lecture 11 Using Smooth Vertices.
Lecture 12 Adjusting the base. Pt 4.
Lecture 13 Creating the hair area.
Lecture 14 Adjusting the hair.
Lecture 15 Creating the long hair. Pt 1.
Lecture 16 Creating the long hair. Pt 2.
Lecture 17 Adjusting the long hair. Pt 1.
Lecture 18 Adjusting the long hair. Pt 2.
Lecture 19 Black outline preview.
Section 3: Creating the body
Lecture 20 Creating the neck. Pt 1.
Lecture 21 Creating the neck. Pt 2.
Lecture 22 Separating the neck. Pt 1.
Lecture 23 Separating the neck. Pt 2.
Lecture 24 Creating the torso.
Lecture 25 Creating the extremities
Lecture 26 Adjusting the body. Pt 1.
Lecture 27 Adjusting the body. Pt 2.
Lecture 28 Creating the hands and feet.
Lecture 29 Creating the skirt.
Lecture 30 Assigning the materials.
Lecture 31 Create the knees and elbows.
Lecture 32 Creating the second model.
Lecture 33 Adjusting the second model. Pt 1.
Lecture 34 Adjusting the second model. Pt 2.
Lecture 35 Black outline preview.
Section 4: Joining head and body
Lecture 36 Adjusting the folding areas. Pt 1.
Lecture 37 Adjusting the folding areas. Pt 2.
Lecture 38 Creating a second head.
Lecture 39 Preparing the neck area.
Lecture 40 Joining the body with the head.
Lecture 41 Applying changes in the second model.
Section 5: Rigging. Pt 1
Lecture 42 Adjusting the mouth.
Lecture 43 Adjusting the origin.
Lecture 44 Creating the armature. Pt 1.
Lecture 45 Creating the armature. Pt 2.
Lecture 46 Joining the model with the armature.
Lecture 47 Adding Inverse kinematic.
Lecture 48 Adjusting weights in edit mode. Pt 1.
Lecture 49 Adjusting weights in edit mode. Pt 2.
Lecture 50 Adding poles to inverse kinematics.
Section 6: Rigging. Pt 2.
Lecture 51 Creating the armature.
Lecture 52 Adding Inverse kinematic.
Section 7: Mouth details
Lecture 53 Fixing the mouth. Pt 1.
Lecture 54 Fixing the mouth. Pt 2.
Section 8: Cel shading. Pt 1
Lecture 55 Adding the nodes.
Lecture 56 Adding the color and tones.
Lecture 57 Copying nodes into another material.
Lecture 58 Adjusting the materials.
Lecture 59 Black outline.
Section 9: Cel shading. Pt 2.
Lecture 60 Adjusting the second model.
Section 10: Creating the animation
Lecture 61 TPose.
Lecture 62 Idle.
Lecture 63 Run. Pt 1.
Lecture 64 Run. Pt 2.
Lecture 65 Run. Pt 3.
Lecture 66 Working with the second model.
Section 11: Rendering the animation. Pt 1.
Lecture 67 Adding the camera.
Lecture 68 Adding environment texture.
Lecture 69 Orthographic camera.
Lecture 70 Transparent background.
Lecture 71 Rendering the animation.
Lecture 72 Result in a image viewer.
Section 12: Testing in Godot. Pt 1.
Lecture 73 Importing the images
Section 13: Rendering the animation. Pt 2.
Lecture 74 Working with the second model.
Lecture 75 Result in a image viewer.
Section 14: Testing in Godot. Pt 2.
Lecture 76 Importing the images.
Lecture 77 Ideas for more uses.
Section 15: Exporting the model as glTF. Pt 1.
Lecture 78 Reconnecting the original material nodes.
Lecture 79 Exporting.
Section 16: Importing the model into Godot
Lecture 80 Vertices errors.
Section 17: Fixing the weights
Lecture 81 Weight paint.
Lecture 82 Export.
Section 18: Working with the fixed model
Lecture 83 Verifying the vertices changes.
Lecture 84 Configuring the materials.
Section 19: Exporting the model as glTF. Pt 2.
Lecture 85 Weight paint and material nodes.
Lecture 86 Configuring the materials.
Lecture 87 Result.
Section 20: End
Lecture 88 Final message
Designers and Game developers that want to create their how 2D and 3D resources with Blender