
Model a vintage camera in Blender from start to finish, unwrap the model, create textures with Substance Painter, and render the final scene with realistic scratches and maps.
Model a camera in Blender 3D and Substance Painter using reference images, align front and top views, and bevel edges for a rounded form while adjusting normals for clean shading.
Enable Typekit extra under edit references to unlock extra objects and options, as shown, preparing you for upcoming lessons in Blender 3D and Substance Painter.
Model a camera component in Blender by building top and bottom pieces, using loop cuts, applying boolean operations (difference, union, intersection), filling holes, and beveling for clean shading and precision.
In chapter three, learn to organize the Blender project, isolate objects, enter edit mode, extrude faces and edges, apply modifiers, and use boolean cutouts to model a complex piece.
Model and assemble multiple Blender pieces, using extrude, scale, boolean, and bevel, while managing modifiers and normals to fix shading, and prepare for the next episode.
In chapter 5, learn to build a camera in Blender by shaping planes, extruding edges, adjusting thickness, creating a camera lens, and duplicating components with precise alignment and origin edits.
Learn to model a camera in blender 3d by building components with cylinders, extruding and scaling, joining parts, applying modifiers, unwrapping uvs, and exporting the finished model.
Apply and adjust modifiers in Blender to refine a model, using edge loops, subdivision and solidify modifiers for high-quality, smooth assets, with isolation and loop sharpening to control detail.
Apply all modifiers and unwrap, apply scale, and export the model from Blender to Substance Painter with presets; verify normals orientation, enable anti-aliasing, and bake measurements for texture projection.
Master the texturing workflow in Blender and Substance Painter. Learn base material setup, masking with black/white and smart masks, plus dirt, grunge, and scratches, then export textures.
Add scratches, grunge maps, and layered textures in Substance Painter, export with a template, then import into Blender, set up Cycles lighting and HDRI, and manage cameras for rendering.
Hi everyone, My name is Aniket Rawat and I am a 3D artist who likes to create realistic and high quality 3D props and assets. In this course, I will take you through the entire process of creating a Vintage Camera from Start to Finish.
We will start with modelling the Camera in Blender and we will make use of Poly-modelling and Hard Surface techniques and learn a lot about modifiers such as Boolean, Bevel etc. We will learn how to solve various glitches and shading issues that occur while working with Booleans.
Then after that we will export our model to Substance Painter and start by baking mesh maps for our model, after that we will start to texture our model. We will learn how to create realistic textures for our models by using different features in Substance like Smart Masks, Smart Materials etc.
After we finish with texturing in Substance Painter we will take our model back to Blender and render it. We will setup the material, lighting and the camera. We will also learn how to use HDRIs. I will be rendering the scene using Cycles.
This course is for everyone who has a basic understanding of Blender and Substance Painter and wants to upgrade their skillset