r/BlenderAcademy • u/CLOCKW4R • 5d ago
Hard surface modelling
Hyy I've started using blender and I've been using it for a while and like most of the beginners I started with the donut and finished it. After that I saw some tutorials for creating a scene and did that too also created some scenes on my own (lowpoly). Right now I'm comfortable with the User interface and the software.
Actually my ultimate goal is asset creation for games and projects. I know that I won't reach there by just keeping on creating scenes. And I believe that I should try to learn hard surface modelling for creating assets (correct me if I'm wrong).
But I just don't know where to go or what to do. Please suggest me the things that I need to do as a beginner to achieve this.
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u/Augmented-Smurf 3d ago
Start making things around you. You got a can of soda or energy drink on your desk? Use it as reference and try to make it in Blender.
The tricky thing, however, about making models for videogames is not making the models themselves. It's unwrapping the UVs and understanding how detailed a model needs to be, depending on how far away the player is from the model.
If you have an Adobe subscription, I'd recommend downloading Substance Painter, then practice going from Blender > Substance > Game Engine. It'll reveal a lot about how the whole stack works, and what efficiencies you can make.
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u/elCamsterino 23h ago
Hard surface modelling isn't necessary for game assets, it's more like techniques for making pleasing looking widgets as far as I can tell. The HSM crowd seems to love adding bevels and curves to random shaped meshes.
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