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Blender 3D Asset Creation for the Metaverse

You're reading from   Blender 3D Asset Creation for the Metaverse Unlock endless possibilities with 3D object creation, including metaverse characters and avatar models

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Product type Paperback
Published in Jul 2023
Publisher Packt
ISBN-13 9781801814324
Length 482 pages
Edition 1st Edition
Tools
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Author (1):
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Vinicius Machado Venâncio Vinicius Machado Venâncio
Author Profile Icon Vinicius Machado Venâncio
Vinicius Machado Venâncio
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Toc

Table of Contents (16) Chapters Close

Preface 1. Part 1: Inorganic Asset Modeling
2. Chapter 1: Modeling the 3D Asset FREE CHAPTER 3. Chapter 2: Optimizing Your Asset for Better Rendering Performance 4. Chapter 3: UV Unwrapping Your 3D Asset 5. Chapter 4: Texturing Your 3D Asset Using PBR and Procedural Textures 6. Chapter 5: Texture Painting and Using Real-Life Images as Textures 7. Part 2: Organic Asset Modeling
8. Chapter 6: Introduction to Blender’s Sculpting Tools 9. Chapter 7: Making the Base Mesh for a Humanoid Character 10. Chapter 8: Refining the Base Meshes 11. Chapter 9: Optimizing the Base Meshes 12. Chapter 10: Rigging the Base Meshes 13. Chapter 11: Further Development as a 3D Artist 14. Index 15. Other Books You May Enjoy

Blocking out the base mesh

Reference, reference, reference. This is the most important word of this stage because we might know how the human body is shaped and its bigger and most defining features, but even then, sculpting humans and most creatures purely from imagination is generally a bad idea, especially as a beginner. Even the most experienced artists out there use references for their work. So, before putting our hands to work, it’s extremely important to have a good set of references for what we’re going for. Remember, though, that humans are extremely complex to get right, so don’t feel discouraged if, at first, your model looks wrong. We’ll try to simplify the process as much as possible.

For our case, we’ll be making both male and female base meshes using mostly ideal proportions.

Let’s make this first sculpting iteration with as little detail as possible to keep things clean, as we’re just trying to get the core shapes...

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