A Programmer's Guide to Game Art for Unity

Learn to develop high quality, stylized low poly models with hand-painted textures for Unity3D with Blender, Gimp or Photoshop. This art and asset creation course is delivered through a programmer's perspective.
Course info
Rating
(83)
Level
Intermediate
Updated
Feb 14, 2014
Duration
3h 12m
Table of contents
Environment Construction with Blender
Environment Texturing
Environment Texturing Part 2
Tree Modeling and Texturing
Finalizing the Environment
Description
Course info
Rating
(83)
Level
Intermediate
Updated
Feb 14, 2014
Duration
3h 12m
Description

Learn to develop high quality, stylized low poly models with hand painted textures for Unity3D with Blender, Gimp or Photoshop. This course is delivered through a programmer's perspective. Alex has been a programmer first and an artist second, so he knows what it's like to be new to 3D Art, and also shows how to use programming concepts such as agile and rapid production in art and asset creation.

About the author
About the author

Alexander has been an IT Instructor, Developer, and now President at SocialPlay inc.

More from the author
More courses by Alexander Zanfir
Section Introduction Transcripts
Section Introduction Transcripts

Environment Texturing
My name is Alexander Zanfir, and welcome to the second module, "Environment Texturing". In this module, we'll be using both Photoshop and GIMP to achieve our end results. I will mainly use Photoshop, but I'll show you how to follow along with each step in GIMP if you're using it. In this module, you'll use your mouse to learn how to hand-paint. Even if you have a tablet, make sure you don't skip this module, as many art and painting techniques that you will use with your tablet are covered here. We'll be using a reference image that we get from a royalty-free source online and this will allow us to sample the different color arrangements we might want to use in our final product. Even granularity across our artwork is a concept which I'll focus on quite often. And, I think it's very important that we stick to this for reasons that are similar to Agile Development in programming. By not focusing too much in one area and adding lots of details or dedicating a lot of time to one area, we can then make broad changes easily. We will use shadows, mid-tones, and highlights to create the illusion of depth or complexity in our very simple, low-poly model with the texture we create. And, as we go along in our modules, we will continually add or update what we create to our Unity scene so that we can see our final product emerge and make any big decisions early on, thus, staying agile.

Environment Texturing Part 2
My name's Alexander Zanfir and this is Part 2 of Environment Texturing. We'll start off by using our drawing tablet instead of the mouse this time to complete our texture. And, by the end of this module, we will have completed our large and medium details of the entire texture, therefore, only leaving the fine details for our later modules. We will also use multiple layers in Photoshop, whereas before we were using a single layer. We'll also learn how to use the selection tools in order to make large changes and add detail without using our brush or a mouse.

Tree Modeling and Texturing
My name is Alexander Zanfir and this is Tree Modeling and Texturing. At this point, since we've learned modeling and texturing techniques in previous modules, we have everything we need know to work more rapidly. I'll be going at a faster pace when modeling this time than the first module. Follow along, pause, and rewind when necessary. The last model we made was the arena, which was geometric. Now let's try to make something a bit more organic, while still maintaining low polygons. So we'll create a bush, a tree, and a bin, which the bush will go inside. Texturing this time around willbe slightly different, as we'll be using base texture and using many gradient and selection tools.

Finalizing the Environment
My name's Alexander Zanfir, and this is Finalizing the Environment. In this module, we're going to apply some detail to our tree roots. We'll be finishing our exterior wall by adding medium details and then finally adding in the fine details.