Blender | Game level texturing | Modeling and Retopology 2 of 5

In Creative Shrimp’s Game Level Texturing tutorial series, discover how to texture the scene using what can be called ‘megatexture’ approach, often times called a texture atlas. Rather an unconventional technique due to that other parts of the model can’t be reused, but still has its positive aspects. Like artistic freedom and great performance for game engines. Resulting in a single draw call for the game engine.

View the full tutorial series at Creative Shrimp

Blender | Game Level Texuring | Clone from 2nd UV map 4.5 of 5

In Creative Shrimp’s Game Level Texturing tutorial series, discover how to texture the scene using what can be called ‘megatexture’ approach, often times called a texture atlas. Rather an unconventional technique due to that other parts of the model can’t be reused, but still has its positive aspects. Like artistic freedom and great performance for game engines. Resulting in a single draw call for the game engine.

View the full tutorial series at Creative Shrimp

Blender | Game Asset Workflow

Grant Abbit’s quick run through of the techniques he used to create this simple game asset.

Grant Abbit’s workflow for creating a gravestone game asset.
  • basic shape modelling
  • sculpting with multires modifier
  • unwrapping
  • baking
  • painting
  • applying the materials
At the end Grant highlights a few things and how you would go about doing things differently.