
Master Blender and Substance Painter workflows to craft high-quality game assets, balancing quick tasks with detailed modeling, unwrapping, baking in Marmoset, high-poly ZBrush work, and texturing.
Organize reference images in folders and align top, back, front, side views for modeling. Build the laser sight's basic shape with circles, extrudes, mirrors, and bevels aligned to the reference.
Add details to a laser sight by using loop cuts, bevels, and booleans, refine bolt geometry with cylinders and circles, and prepare the model for baking.
This lecture demonstrates detailing a 3d model with booleans to add holes, align cylinders, perform loop cuts, extrusions, and bevels for a game-ready asset.
Clean up geometry in Blender by merging vertices, aligning parts, beveling edges, fixing holes, and joining pieces, then apply smooth shading and prepare for export to ZBrush.
Fix geometry and add details to a laser sight model by creating holes and bolts, beveling edges, and cleaning up topology using booleans and 3d cursor placement.
Master final detail work on a 3d laser sight by applying extrudes, booleans, bevels, and loop cuts, adding bolts, holes, and inserts for a cohesive game-ready asset.
Apply final touches to the bubbles, merge and center geometry, connect and relax vertices, bevel edges, and clean up unused vertices to produce a clean, game-ready mesh for Substance Painter.
Prepare the model for ZBrush by removing faces with more than four vertices, using alt f or J or adding loop cuts, then export and re-import for artifact-free game textures.
Explore a time-lapse walkthrough of evolving a 3d laser sight from modeling to a game-ready asset, capturing rapid progress and key design decisions.
Master the workflow from exporting the main body, refining in ZBrush with subdivision and creases, fixing holes and edges, to decimating and exporting a high-poly asset.
Watch a time-lapse of the end-to-end workflow from 3d laser sight modeling to delivering a game-ready asset.
Master UV unwrapping for a complex cylindrical object using the UV toolkit, checker maps, and seam placement. Perform a piece-by-piece unwrap with angle-based selection to bake textures for game-ready assets.
Master a time-lapse workflow that takes a 3d laser sight from modeling to a game-ready asset, highlighting efficient pipeline steps.
We finalize UV mapping by unwrapping, removing unseen faces, and optimizing to a single UV map with packed islands, careful seams, and a laser material baked in.
Add the sim mating triangulate modifier, shade everything, and export the model piece by piece into a low-poly bake project in marmoset for 4k textures, normals, curvature, and ambient occlusion.
continue baking in Substance Painter by importing baked textures, mapping normal, curvature, and ambient occlusion maps, and baking at 4K with diffusion for ready textures.
Add high details to the model by exporting references to substance painter, creating masks, and painting icons and letters with brushes, using orthographic view for precise atlas alignment.
Continue adding high details by creating line and dot patterns, duplicating fill layers, and refining masks with triplanar mapping, UV atlas, and radial symmetry.
Develop basic color variations by organizing color and roughness maps, applying grunge and dirt masks with triplanar tiling and UV projection, and refining contrast using linear dodge for realistic textures.
Create a metal material with color variations and a black mask to add bolts and gold accents, adjust fill layer opacity, and apply roughness and layers for a game-ready asset.
Add stickers to a 3d model by creating a stickers folder, applying base color and alpha textures, painting on masks, and refining with high detail.
Finalize materials for the 3D laser sight by creating variations, applying a black mask fill layer, refining tiling with triplanar, and adding dirt and grunge for a game-ready look.
Add dirt, fingerprints, and scratches to a 3d laser sight, then fine-tune metalness and roughness and finalize texturing with masks and anchor points.
Export textures from Substance Painter for Marmoset using pbr metallic roughness maps to a textures folder (targa), then render with ray tracing and depth of field.
While I was learning to become a 3D designer, I watched an enormous amount of courses and learned some valuable lessons to ensure that the quality of my own work would be the best it can be.
This is my first course, and I really put in the effort to make it as good and high-quality as possible. Please be understanding of my English pronunciation, which is far from perfect (as I found out, speaking English while doing something complex in 3D is quite challenging). Still, I believe it's better than having a course with no voice at all.
This course is designed for those who are already fairly proficient in Blender and Substance Painter and want to refine their skills, learn new modeling and texturing techniques, and understand the overall workflow. I tried to combine quick execution of simpler tasks with more detailed explanations of the more complex processes.
To start, we'll create a basic mesh and improve its shape using boolean operations and other tools. After that, we'll move on to model optimization and creating a high-poly model in ZBrush. You'll see the method I use for creating UV unwrapping for complex models.
Before texturing, I’ll show you an advanced baking technique in Marmoset, which will help you create a perfectly clean model with no seams or other imperfections.
Finally, texturing—my favorite process—where I'll create realistic materials using anchor points and other tools.
I hope you enjoy my course, and I’ll be happy to receive your feedback.
Enjoy watching!