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Combat Knife 3D Game Asset in Blender and Substance Painter
Rating: 4.6 out of 5(1,081 ratings)
26,160 students

Combat Knife 3D Game Asset in Blender and Substance Painter

Learn to model, UV unwrap, and texture a high quality game asset from start to finish.
Last updated 1/2019
English

What you'll learn

  • Create Professional, Realistic, and Efficient Game Models
  • Learn UV Unwrapping in Blender Using Seams and Other Unwrapping Tools
  • Learn how to Bake Normal Maps in both Blender and Substance Painter
  • Paint Textures in Substance Painter and then Export the Texture Maps For Use in Game Engines and Other Software

Course content

4 sections7 lectures1h 58m total length
  • Modeling the Handle18:39

    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.

  • Modeling the Handguard and Starting the Blade22:26

    In this chapter we'll finish the knife handle, model the handguard, and we'll start modeling the actual knife blade.

  • Finishing the Entire Knife Model18:03

    In this chapter we'll finish all the modeling and we'll end up with completed low poly and high poly models.

Requirements

  • Blender 2.79+ and Substance Painter 2018+ are required

Description

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.


Who this course is for:

  • Anyone interested in the 3D game asset creation process and looking to create professional game models with clean topology and high quality textures.