Ground-Based Turret Blender Speed Modeling & Texturing

Now that I have made some decent progress on the Leweria level of Super Space Trooper, I need to get back to doing more modeling.  The first thing I decided to do was a ground-based turret that will shoot at the player as they approach it.  It’s not a complex model by any means, but I decided to record my workflow session and share the process with you.

Super Space Trooper - Ground Based Turret

Super Space Trooper – Ground Based Turret

The video below is a time-lapse speed modeling and texturing session that I did within Blender and Photoshop.  The total time was about 3 hours if I remember correctly.  There’s still some texturing work that needs to be finished up, and the turret doesn’t do anything other than just sit there in Unity 3D right now.

Video runs 3 minutes and 30 seconds.

Posted in 3D Modeling, 3D Texturing, Blender, Photoshop, Screenshots, Super Space Trooper, Texturing, Unity 3D, Video, Video Game Development
5 comments on “Ground-Based Turret Blender Speed Modeling & Texturing
  1. SuperSpaceTrooperVG says:

    Thanks for the tip, rattle23. Now I just need to figure out how that’s done
    as I’m sure it’d save me some time 😉

  2. rattle23 says:

    I wonder why you are not making use of a normal map, especially when
    working with unity. When you were unwrapping, your cylinders UVs looked
    rather bent. Its a good idea to flatten vertices on the UV so it becomes a
    cuboid.

  3. SuperSpaceTrooperVG says:

    I use Blender, so within that there are native UV mapping functions. There should be an equivalent in just about every 3D modeling application on the market.

    *warning* UV mapping can be frustrating as hell!

  4. SuperSpaceTrooperVG says:

    You will definitely need to know how to do that if you’re ever going to be creating your own models. The process is referred to as “UV” or “UV Mapping”. In this video from 0:33 to about 1:22 I am strictly doing the UV mapping (left side). There’s no real science to it, in my experience, but if you want to be able to make good textures you’ll need good UVs. I’ll often spend as much time on UV as I do on modeling. Basically, you’re manually unwrapping a 3D object into a 2D image.

  5. Icemaz says:

    Looking sweet.

    Quick question about texture mapping. I did a little of it in Quake 2 but all of them were predefined and I just painted by numbers essentially.

    But how did you import the areas of the polygons from the turret into PS? Is there an extension or something that does it for you?

    I’m sure this is something I will need to know in a year or two.

2 Pings/Trackbacks for "Ground-Based Turret Blender Speed Modeling & Texturing"
  1. […] Recently, I have written about the Leweria level that I am currently focusing on, and also posted a speed modeling video of a turret gun too.  Two days ago I began on the tree-based turret which will be a smaller gun with an animation […]

  2. […] since added in a turret gun that I modeled (check out the speed modeling blog/video) and dropped into the game.  I’ve also added some water to the later parts of what I have so […]

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