
In this chapter we'll start things off by modeling the handle. Make sure to download the Project Files for the reference photo used as well as other files used throughout the course. Also included in the Project Files are the files for the completed knife.
In this chapter we'll finish the knife handle, model the handguard, and we'll start modeling the actual knife blade.
In this chapter we'll finish all the modeling and we'll end up with completed low poly and high poly models.
In this chapter we'll add seams to the low poly knife model in order to unwrap it to prepare it for texturing.
In this section we'll bake normal maps using our high poly model in order to give our low poly model a more detailed look.
In this chapter we'll start by exporting our model from Blender and into Substance Painter. Then we'll bake the necessary maps we'll need for texturing, and we'll start the texturing process.
In this chapter we'll finish texturing the knife, export the texture maps, and also learn how to render a final image in Substance Painter.
In this absolutely free step-by-step Blender and Substance Painter training course I'll take you through the entire process of modeling and texturing a combat knife game asset.
This game development course is beginner friendly but you should have some basic knowledge of Blender before watching. This course will teach you a lot of different hard surface modeling techniques and modeling tools including beveling, subsurf modeling, and non-destructive modifier methods. It'll take you from setting up a reference photo in the background to completing a high quality, high resolution, 3d knife model for games.
The course starts off by taking you through creating the high-poly model of the knife that we'll later use for baking normal maps onto a low-poly, game-ready model.
To prepare our model for texturing I'll walk you through taking our low-poly knife model and UV unwrapping it in Blender. You'll learn how to specify how objects are unwrapped by manually adding seams to edges, how to modify and work with UVs, and how to look for UV stretching to make sure your textures will be applied without distortion.
After we're done UV unwrapping, I'll show you how to bake a normal map for the knife using Blender in order to make our efficient low-poly knife look more detailed and high resolution. Whether you want to use this knife inside Blender or export it for a game engine like Unity or Unreal, I'll show you how to make sure your model and its normal map look right in all software.
Then finally we'll pull our knife model into Substance Painter and Texture it. I'll show you how to bake normal maps in Substance Painter too, as they tend to come out a little bit better than in Blender. So then you'll know how baking works in both software. We'll use edge wear generators, smart materials, and other tools in Substance Painter to achieve the final look, and then I'll show you how to render your final knife in Substance Painter. I'll also show you how to export your textures so they can be used in programs like Blender or others.