
Explore Blender add-ons and UI tips for game prop modeling, including viewport navigation, pivot creation with quick origin, gizmos, snaps, and machine tools for efficient modeling.
Master essential ZBrush workflows for game props, from rough UV unwraps and sharp edge seams to dynamesh, polygroups, and exporting high and low poly assets for Blender pipelines.
Add secondary details to a Blender prop by duplicating panels, using booleans, weighted normals, bevels, arrays, and mirrors for panel cuts, bolts, and radial symmetry.
Learn to model an audio mixer on top in Blender, using positive boolean for paneling, bevels, cloth modifier and solidify modifier, and adding an audio plug and volume controller.
Model and finish the radio prop in Blender by adding bolts, bevels, and paneling, refining with booleans, curves, and subdivision, and preparing a clean low-poly mesh for normal maps.
Learn to model the left earphone in Blender by carving reference cuts with cubes, using booleans and bevels, and prepare for normal-map bake, aligning pivots and mirroring geometry.
Detail the right earphone in blender by beveling edges, applying booleans, mirroring parts, building a precise cage, and baking normal maps for a game-ready prop.
Explore building a high-poly radio and headphones in blender by applying booleans, unwrapping, and organizing pre-zbrush collections for a clean, bake-ready workflow.
Bake booleans on a headphone mesh in Blender, refine curvature with subdivision and edge loops, and prep for ZBrush export, including unwrap.
Master a production-ready headphone UV workflow in Blender by selecting sharp edges, marking seams, and unwrapping chunks, then export to Zbrush for high-poly sculpting and comparison with low-poly variants.
Learn Blender UV unwrapping for game props: mark seams, use sharp edges, create UV maps across multiple pieces, triangulate, export as FBX for Zbrush high-poly sculpting, and prep production UVs.
Explore a dynamesh workflow for game props: separate subtools, auto groups with UVs, polygroups, 4k dynamesh, ctrl-d subdivisions, and project details from backups for high poly sculpting.
Sculpt high-poly details in ZBrush while optimizing a low-poly for baking normal maps, using Dynamesh, cage management, and Decimation Master, then texture in Substance Painter.
Explore optional decimation of high-poly sculpted meshes in Blender with the decimation master plugin, using preprocess and presets to reduce millions of polygons without losing detail.
Re-import and re-export to Substance Painter from Blender to fix baking issues, align low and high poly, and bake normals with improved UVs, ambient occlusion, and ID maps.
This lecture outlines a non-destructive texturing workflow in Substance Painter: set up neutral lighting, plan color blocks, and build textures from big to small details with ID masks.
Explore advanced Blender workflows for radio LED screen props, including lighting with emissive channels, post-process glare, and masking techniques to achieve depth, color accuracy, and storytelling.
Do you have with making AAA Props for Games?
Then I welcome you to "Learn Game Props Modelling in Blender".
About Me:
My name is Arash Aref and I have been a 3D Games Environment Artist.
By the End Of This Course, You Will Be Able To:
You'll be able to create AAA props for games with non-destructive workflows and get familiar with techniques to be more efficient at prop making.
What You Will Learn:
Non-destructive workflows.
Working with booleans to create a lot of shapes.
High poly sculpting in Zbrush.
How to optimise for game applications.
How to increase texturing quality in Substance 3D Painter.
How to develop a pipeline that works every time.
Who is This Course For?
This Course is good for people who have a background in 3d and want to jump in game production and look for a tested pipeline to get a good result
This Course is also good for those who are in game development already and want to learn some new workflows to be more efficient.
Who is Not The Ideal Student For This Course?
This course is not designed for absolute new 3d users.
What Are The Requirements Or Prerequisites For Taking This Course?
It is good to have a prior knowledge about the modelling packages.
Join Me Now:
So if you want to make AAA Props for Games, then join me now, and take your skills to the next level.