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Unity 3d modeling
Unity 3d modeling






unity 3d modeling

I believe most of the beginner and intermediate level tutorials are free.

#Unity 3d modeling free

This was a VERY brief tutorial (it wasn't to write, though), so look up any terms you don't know on google.įor the visual learner types like me, try ! There are lots of free video tutorials, and you only have to pay for some "special" lessons like advanced mmorpg game development and the like. Then extrude the end caps inwards to give a little depth.Īnother note: small detail can be done with normal maps and textures, so don't model everything in. You can find a tutorial online.Ī side note: when trying to make a scope, use a cylinder with 3 length subdivisions and side the middle section down. Slide the barrel along the Z access until the end of it is flush with that of the reference image. size the barrel to the correct width, but make it a tiny bit longer than the image. remove the end cap of the part that will be going into the stock. rotate the cylinder so it's facing down the Z axis. Smooth the normals of the edges of the side, but not the end caps. Make a cylinder and set the circumference subdivisions to a minimum of 6. Now that you have finished the stock and trigger, all that remains is the barrel. Once that is done, double click the center edge loop, and under edit mesh, click "Delete edge/vertex." You are now done with the stock Combine the two objects and merge each pair of vertices. also turn off the visibility of your reference layer. Duplicate the stock and set the x scale to -1. Remember, remove all unnecessary triangles. Merge the pairs of vertices in the middle, or fill the hole, as long as there are 4 or less vertices in the hole. extrude them as many times as necessary while keeping good edge flow. When you are done playing with the vertices, select all inside edges and extrude inwards. Just don't move the center vertices along the X axis. Start adjusting the vertices to match the desired shape. With the face you just drew still selected, go to the from view and extrude it out in one direction to about the width of the gun from the middle. Draw the basic outline of the stock with the draw polygon tool (remember, the less sides, the better). go to the side view and press "6," which sets the render mode to textured.

unity 3d modeling

To start modeling, I usually start with the stock and trigger, as it's the most difficult. set these planes to a new layer and lock said layer. Upload the proper reference for each plane. In maya, set up two planes the same size and give each a new lambert texture, and under color options, choose image.

unity 3d modeling

Save the second one out as well (use jpegs). Do the same with the other reference, and make sure the squares are the EXACT same size, or it will mess up your end results. copy that square into a new document and save it out. Assuming you already have your reference image ( is great), go to photoshop and set up rulers in a square, the side length being the longest portion of the item you're modeling (for example: from the tip to the back of the stock of a rifle). To set up a reference plane, first go to your favorite image editor (I'll be giving examples in photoshop).

unity 3d modeling

I'll write up a quick tutorial here (tutorial is in Maya but can be modified for other software. Some features are the following ( but watch our youtube channel for more ): We are pleased to announce GameDraw which is a 3D Modeling extension inside of Unity that lets you create, edit, optimize, edit UVs and sculpt models inside of unity it comes as an editor utility:








Unity 3d modeling