Free modeling and image editing software exists, and the free game engine Unity exists. However, I haven’t been able to find a good start to finish guide on a workflow between these things, so I figured why not contribute something to the indie game making community for once! In this series of posts, I’m going to outline my personal workflow between Blender 2.70, GIMP 2.8, and Unity3D 4. A quick disclaimer, I only learned how to model a couple months ago, but the hurdles I ran into between getting something from Blender to Unity are still fresh in my head. This series is aimed towards people fairly familiar with Unity (I won’t be going into much beyond importing the model and properly getting animations into an animation controller) but fairly new to Blender and modeling. Basically, if you’re a Unity developer and 3D modeling is a terrifying and seemingly impossible thing (like it was for me!) this series is for you!
This process consists of five to seven main steps (depending on whether you’re animating the model):
- Setting up Blender (basically, setting up a good startup file to make things quicker later on)
- Creating the model
- UV mapping the model
- Creating a texture for the model
- Rigging the model
- Animating the model
- Importing everything into Unity properly
The rigging step is optional, depending on whether you want to animate the model. I skip it when I’m making buildings and other static objects. The UV process is pretty much necessary, unless you want the model to have a solid color in-game. If you’re going to do both the texturing and rigging, it doesn’t matter which order you do those two things in! I usually do the texturing first, but that’s just a personal preference.
We’re going to end up with something like this at the end of it!