UnityEngineModeling/Skinning a 3D Mesh2022-11

Modeled and Animated in Blender, implemented in Unity
Blender3D ModelingAnimationUnity
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Implementation

  • Designing the concept in Affinity Photo, to use as reference when modeling.
  • 3D Modeling the character in Blender.
  • Creating a high poly version and a low poly version of the model.
  • Ensuring the low poly version is optimized and works well when rigged and animated.
  • UV Mapping the low poly version.
  • Baking the Normals of the high poly version in a Normal Map, to use in the low poly version.
  • Texturing the model using the Paint tool in Blender.
  • Rigging the model with an Armature of Bones for Animation.
  • Inverse Kinematics for the extremities.
  • Weight painting and vertex groups checking.
  • Implementing animations for Idle, Walking, Running and Fighting.
  • Importing the animations in Unity.
  • Adding animation events for when punches land.
  • Integrating assets from the Asset Store for setting up the demo scene.
  • Integrating the Third Person Character Controller Asset from the asset store.
  • Working with the new Input System, extending it, using Unity Messages.
  • Extending the Animator Controller to add the new states for the fight animations.
  • Adding camera shake to the Cinemachine Camera.