Creating Optimized Asset For Games & Cinematics - Nakajima Ki43 Aircraft- Modeling & Texturing Tutorial

Pedro Augusto in Video Tutorials


Creating Optimized Asset for Games & Cinematics - Nakajima KI-43 Aircraft- Modeling & Texturing Tutorial

About the videos
I am excited to bring you, after working more than 1 year working in a air fighting WWII game, a series of video tutorials showing all the process from zero to final, all the steps to make the Japanese Nakajima KI-43. I assure you that by the end of this videos will be able to do this aircraft using Blender and Adobe Painter (Substance Painter). The objective here is to show you how to model and optimized asset/model for in game or cinematic purpose, Im gonna show you topology and strait modeling techniques to achieve high quality optimized models industry standard, please check rendered attached images.

About the Autor
Pedro Augusto is a Senior 3D Artist, mostly focused on Hardsurface assets and props, with more than 20 years industry experience, between TV production video companies and game companies such as Gameloft, Glu Mobile, Samsung, Ten Square Games, etc.

Contents
- More than +19h step-by-step real time video tutorial, no timelapse, (no narration) with Blender hotkeys** 
- 4K resolution;
- Reference files to help you reproducing the lessons;

Techniques 
- Using proper references for modeling
- No highpoly needed / game ready optimized modeling techniques
- Boolean operation techniques + Clean up and optimizations
- Faking highpoly details with baked Blender node + Substance Painter techniques

Video List and Chapters


Adjusting Blueprints
nakajimaki43_part001_BlueprintsInBlenderViewport

Body Modeling Process
nakajimaki43_part002_ModelingFuselage01
nakajimaki43_part003_ModelingFuselage02
nakajimaki43_part004_ModelingFuselage03
nakajimaki43_part005_ModelingFuselage04
nakajimaki43_part006_ModelingFuselage05
nakajimaki43_part007_ModelingFuselage06-Glass_FixingBevel
nakajimaki43_part008_ModelingFuselage07-Spinner_Fan
nakajimaki43_part009_ModelingFuselage08-NoseGun_EnginePipes_Flaps-011
nakajimaki43_part010_ModelingFuselage09-Engine
nakajimaki43_part011_ModelingFuselage010-LandingGear
nakajimaki43_part012_ModelingFuselage011-Backwheel_Masts_Wires_Telescope
nakajimaki43_part013_ModelingFuselage012-CorrectionOn_NoseGun
nakajimaki43_part014_ModelingFuselage013-CorrectionOn_HolesTopEngine_Mast_Wires_TailShape
nakajimaki43_part015_ModelingFuselage014-InsidePartCockpitChair_CorrectionOnGlassFrame
nakajimaki43_part016_ModelingFuselage015-BombHolderWings_BottomWingsFlaps_BooleanIssues
nakajimaki43_part017_ModelingFuselage016-SmallDetailsAndPieces
nakajimaki43_part018_ModelingFuselage017-BackGlassWireFix

UV Process (Mobile Pipeline)
nakajimaki43_part019_UVs_01
nakajimaki43_part020_UVs_02
nakajimaki43_part021_MoreIdealUV
nakajimaki43_part021_UVs_03

Blender to Adobe Painter (Substance Painter)
nakajimaki43_part022_AdjustingScaleOrganizingMeshesBeforeExport
nakajimaki43_part023_BakingBevelNode
nakajimaki43_part024_FromBlenderToAdobePainter

Painting Metal Details
nakajimaki43_part025_AdobePainterMetalDetails01
nakajimaki43_part026_AdobePainterMetalDetails02
nakajimaki43_part027_AdobePainterMetalDetails03_AileronDetailbyHandExample
nakajimaki43_part028_AdobePainterMetalDetails03_AdobePSP_CreatingAlphaForPainter
nakajimaki43_part029_AdobePainterMetalDetails04
nakajimaki43_part030_AdobePainterMetalDetails05
nakajimaki43_part031_AdobePainterMetalDetails06
nakajimaki43_part032_AdobePainterMetalDetails07
nakajimaki43_part033_AdobePainterMetalDetails08
nakajimaki43_part034_AdobePainterMetalDetails09
nakajimaki43_part035_AdobePainterMetalDetails010
nakajimaki43_part036_AdobePainterMetalDetails011_bottomWingsDetailsFixed

Paiting Skins
nakajimaki43_part037_AdobePainterMetalDetails012_TestingPainterDetails
nakajimaki43_part038_AdobePainterMetalDetails013_PaintingDefaultSkin
nakajimaki43_part039_AdobePainterMetalDetails014_PaintingDefaultSkin
nakajimaki43_part040_AdobePainterMetalDetails015_PaintingDefaultSkin
nakajimaki43_part041_AdobePainterMetalDetails016_PaintingAlternativeSkin
nakajimaki43_part041_AdobePainterMetalDetails017_PaintingAlternativeSkin

A feel thoughts about this tutorial

- The Reggiane Ariete aircraft modeled here are based on historical photos, blueprints references and famous air fighting games.
- The use of 1 Uv set is due to mobile games, devices and engine limitations. That is why we focus on the most visible parts from Player perspective.
- The technique I bring here is a straight modeling technique with no highpoly mesh process needed, mixing Blender and Substance tips. Techniques I use daily to deliver assets for the air fighting game I work for.

Softwares Used

Blender & Adobe Substance Painter

Artist Level Needed

Jrs Artists and Intermediate

***********Please if you have any doubts, problems, videos not working, etc. Please report to [email protected] I will try answer as soon as possible.*************

Conclusion

After watching all the videos you will be able to do an optimized aircraft using only Blender with no extra paid addons and Adobe Painter.

** hotkeys on screen for most of this tutorial. Hotkeys are basic like E for extrude, K for cut operations, G for move, etc.


$25

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Details
Dev Fund Contributor
Published over 1 year ago
Blender Version 4.0 - 4.4
Render Engine Used Cycles, Eevee
License Royalty Free