Blender Cyberpunk in Unity HDRP

BY
Udemy

Acquire knowledge of core skills and concepts associated with Blender and Substance Painter to create professional game arts and assets.

Mode

Online

Fees

₹ 2999

Quick Facts

particular details
Medium of instructions English
Mode of learning Self study
Mode of Delivery Video and Text Based

Course overview

Cyberpunk is a vivid, thrilling, and luminous gaming universe that is increasingly emerging in video games. The Blender Cyberpunk in Unity HDRP online course focuses on teaching participants how to use the Unity High Definition Render Pipeline to create low poly and high poly modular gaming components for creating a cyberpunk city. Pete Jepson - Professional Game Design Tutor created the Blender Cyberpunk in Unity HDRP certification course, which is available on Udemy.

Blender Cyberpunk in Unity HDRP online classes are intended for the participants who wish to learn the fundamentals and concepts of modeling, texturing, and presenting quality 3D models in the Unity game engine. Candidates will receive 33 hours of pre-recorded video-based lectures, as well as articles, 12 downloadable resources, and assignments, covering topics such as blocking, texturing, HDRP setting, low poly modeling, high poly modeling, UV unwrapping, lighting, and more.

The highlights

  • Certificate of completion
  • Self-paced course
  • 33 hours of pre-recorded video content
  • 1 article
  • 12 downloadable resources
  • Assignment

Program offerings

  • Online course
  • Learning resources. 30-day money-back guarantee
  • Unlimited access
  • Accessible on mobile devices and tv

Course and certificate fees

Fees information
₹ 2,999
certificate availability

Yes

certificate providing authority

Udemy

What you will learn

After completing the Blender Cyberpunk in Unity HDRP online certification, participants will develop a better understanding of the basic as well as sophisticated principles associated with cyberpunk. Participants will examine how to use Blender and Unity to make a cyberpunk cityscape. Participants will learn about blocking, texturing, baking, lighting, UV unwrapping, low poly modeling, and high poly modeling, among other concepts useful for creating cyberpunk. Participants will also learn how to block out shop fronts, shop tops, hotels, and hotel floors, as well as how to model doors, windows, fans, ventilation shafts, side pillars, roller shutter frames, roller shutter metal, neon tube, signs, pipes, electric boxes, hostel base, upper floors, hotel text, cyberpunk hotel sign, and many other objects.

The syllabus

Course Introduction

  • Introduction
  • Research assignment
  • Download Blender
  • Setting up Blender

Blender Basics

  • Blender Basics - Object Mode
  • Blender Basics - Edit Mode

Low poly modelling

  • Blocking out a shop front
  • Blocking out the shop top
  • Modelling the door
  • Modelling the window
  • Modelling the ventilation shaft
  • Modelling the Fan
  • Modelling Columns V1
  • Modelling Columns V2
  • Modelling the side pillars
  • Modelling roller shutter frame
  • Modelling roller shutter metal
  • Merging geometry
  • Deleting backfaces
  • Creating a neon tube
  • Creating Quads
  • Modelling the signs
  • Modelling top wall V1
  • Modelling pipes
  • Creating curved pipes
  • Finishing shop front V1
  • Hanging wires
  • Wires Task
  • Top Wall Fix
  • Setting up neon text
  • Neon text V2
  • Blockout 2
  • Modelling shop front V2
  • Finishing shop front V2
  • Modelling the electric box
  • Blockout for top wall V2
  • Modelling top wall V2
  • Creating more neon text
  • Creating the upper floor
  • Creating neon wires
  • Creating side signs
  • Creating a standing sign
  • Video 42 - Hotel Blockout
  • Video 43 - Modelling the hotel base
  • Hotel Text
  • Hotel upper floor blockout
  • Modelling the hotel upper floor
  • Cyber Hotel Sign
  • Modelling drainage props

High Poly Modelling

  • High Poly Shop V1
  • High poly grid
  • High poly fan
  • High poly shop V2
  • High poly columns
  • High poly shutter piece
  • High poly shutter
  • High poly neon light
  • High poly pipes
  • High poly top walls
  • High poly electric box
  • High poly electric pipes
  • High poly upper floor
  • High Poly side signs
  • High poly standing sign
  • High poly hotel base
  • High poly hotel upper floor
  • High poly drainage

UV Unwrapping

  • Introduction to UV unwrapping
  • UV unwrap shop front part 1
  • UV unwrap shop front part 2
  • UV unwrap shop front part 3
  • Bonus - Unwrap shop door handle
  • Unwrap the fan
  • Unwrap shop front V2
  • Unwrap column V1
  • Unwrap column V2
  • UV map packing for columns
  • UV unwrapping side column
  • UV unwrapping roller shutter piece
  • UV unwrap roller shutter frame
  • Packing shutter UVs
  • UV unwrapping neon light and pipes
  • UV unwrapping sign V1
  • Sign challenge
  • Sign packing and sewerage
  • UV unwrapping top walls
  • UV unwrap electric box
  • UV unwrap upper floor
  • Packing upper floor
  • UV unwrapping side sign
  • Side sign task
  • Finishing side signs
  • UV unwrap hotel base
  • UV challenge
  • UV unwrap hotel upper
  • Packing hotel upper

Texturing in Substance Painter

  • Install Substance Painter
  • Exporting meshes from Blender
  • Baking mesh maps
  • Material vs Smart material
  • Texturing the wall
  • Adding extra details
  • Weathering the wall
  • Metal details
  • Metal painting
  • Door handles and frames
  • Door texture
  • Window glass
  • Export shop front V1 textures
  • Export fan mesh
  • Grate opacity
  • Texturing the fan
  • Export shop front V2
  • Texturing the wall V2
  • Adding metal details
  • Adding metal texture
  • Windows for shop front V2
  • Export columns
  • Texturing the columns
  • Texturing the side pillar
  • Install external substance
  • Export roller shutter
  • Texturing roller shutter metal
  • Finishing roller shutter
  • Export pipes
  • Texturing pipes
  • Texturing signs
  • Texturing upper wall
  • Texturing the electric box
  • Texturing electric box pipes
  • Electric box details
  • Export upper floor
  • Texturing the upper floor
  • Exporting side signs
  • Texturing the side signs
  • Finishing the side signs
  • Texturing the hotel base
  • Finishing the hotel base
  • Texturing hotel upper floor
  • Finishing hotel upper floor
  • Floors fix
  • Texturing sewer covers
  • Creating a road in Blender
  • Texturing the puddles on the road

Unity HDRP

  • Preparing to export from Blender
  • Sorting the hierarchy
  • Setting up export order
  • Exporting from Blender
  • Installing Unity
  • Introduction to Unity
  • Importing objects
  • HDRI background
  • Creating the first shop front
  • Window lights
  • Window blinds
  • Upper floor
  • Neon colours
  • Shop fronts
  • Upper floors
  • Adjustments
  • Create a shop block
  • Finishing shop block
  • Second shop block
  • E bank
  • Hotel
  • Hotel block
  • More shops
  • Ground details
  • The wine bar
  • Puddle material
  • Blocking gaps
  • Alternative pipe material
  • Setting up an area light
  • Switching on the neon lights
  • Extra emission
  • Globe materials
  • Globe rotation
  • Neon wires
  • Reflection probes
  • Baking a lightmap
  • Adjusting the lightmap
  • Free assets
  • Placing assets
  • Glass sign
  • Occlusion culling
  • Baking final lightmap
  • Baked lightmap results
  • Multiple reflection probes
  • Sky and fog volume
  • Post processing
  • Ground reflections
  • Fixing reflection probe blending
  • Fan rotation
  • Course completion

Instructors

Mr Pete Jepson

Mr Pete Jepson
Game Design Tutor
Freelancer

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