
Design game props with a non-destructive Blender workflow using modifier stacks, then mid-poly to high-poly sculpting in ZBrush, texturing in Substance Painter, and testing in Unreal Engine.
Download the project files and Blender add-ons to reproduce the final radial and headphone meshes for game development, optimized for game engines, with textures and emissive maps for testing.
Learn to customize Blender 3.4.1 with free add-ons, enabling default tools and plugins like 3d pie menus, loop tools, bool tools, and x-ray selection to speed up game props modelling.
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.
Demonstrates a Blender prop modelling workflow using booleans and the bool tool addon to build a radio and headphones, prep for ZBrush with unwrap and baking to normal maps.
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.
Learn to block out a three-part radio prop in Blender using a non-destructive boolean workflow, with a focus on scale application, edge bevels, vertex groups and weld modifiers.
Explore front panel led detailing in Blender using a non-destructive workflow with booleans, bevel weights, weighted normals, and live editing to shape clean, connected geometry.
Refine the front panels using references, adjust panel cuts with boolean, and align curvature, then bake ambient occlusion and normal maps for improved game props.
Master a non-destructive blender workflow to create knob panels with boolean pieces, bevels, and weighted normals, solving shading issues and planning panel lines for texture work in Substance Painter.
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 middle pieces and a strap for game props in Blender using non-destructive booleans, bevels, arrays, weighted normals, and cloth simulation for realistic details.
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 the audio plug and volume controller in Blender, refining a boolean piece, beveling edges, and applying non-destructive modifiers to achieve curved, detailed surfaces.
Detail back panels in Blender using booleans and modifiers (mirror, solidify, bevel) to create bolts and paneling, then prep for emissive texturing in Substance Painter after ZBrush refinement.
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.
Block out headphones from a radio base mesh in Blender, applying bevels, cylinders, and mirrors, then explore cloth simulation for ear cushions, paneling, and wiring.
Refine the left earphone in blender by shaping curvature, adding panel cuts, and marking sharp edges. Employ boolean cuts, solidify and bevel modifiers, and weighted normals to ensure clean shading.
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.
Model a game-ready connector for earphones in Blender, resolve shading by clearing overlapping edges, apply booleans, bevels, and modifiers (subdivide, solidify, weighted normals) for clean normals and normal map baking.
Apply cloth simulation to a headphone cushion using pin groups, subdivision, and pressure controls; refine with smoothing and solidify to seal seams, then prep for high-poly work in ZBrush.
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.
Execute final high-poly sculpting by refining major pieces with polish by features and polygroups, add edge detail and damage, then prepare for decimation and normal-map baking.
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.
Balance edge loops and optimize low poly radio pieces using decimate and un-subdivide, while preserving curvature for production-ready uvs and booleans.
Separate or attach radio components in blender to optimize texturing and baking, then clean up geometry by removing hidden faces, snapping vertices, and welding edges for a low-poly, ready-to-texture mesh.
Optimize the headphones model by manually aligning the low-poly cushions to the high-poly surface, reduce polygons, and clean topology to preserve curvature for unwrap and bake.
Learn to create and unwrap uv maps for low-poly game props in blender, marking seams, preserving consistent uv names, and optimizing packing for clean texture layouts.
Unwrap a radio's low-poly UVs by straightening islands, minimizing distortion, and packing with UV packer using high quality, padding one, and rescale options for optimal texel density.
Learn how to unwrap a headphone low poly model in blender, manage seams, checkers, texel density, and pack UVs, then prepare for baking in substance painter.
Learn how to bake high-poly to low-poly meshes in Blender and Substance Painter by matching by name, using consistent materials, and exporting as FBX for accurate normal maps.
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.
Learn to texture a radio model by configuring color management, tone mapping, and neutral lighting, then build up metallic, roughness, and height details with fill layers, masks, and procedural textures.
Explore game prop modelling in Blender by constructing radio button panels, layering grunge masks, and painting button details with alphas, stencils, and triplanar textures for a realistic, worn metallic surface.
Learn symmetry-driven panel line work and masking in Blender to create radio text elements on game props, with curved text in Photoshop and texturing in Substance Painter.
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.
Master final-stage radio texture work in Blender using mesh maps, smart masks, and generators to add dust, weathering, and edge wear with ambient occlusion.
Apply a progressive layer-by-layer texturing workflow in Blender to the headphones, using color changes, rust details, noise, masks, and procedural textures with triplanar UVs for realistic surfaces.
Master Blender prop texturing and masking techniques, add bevel details, then export textures for Unreal Engine 5, packing base color, normal, AO, roughness, and metallic maps.
Wrap up boolean modeling, game-ready optimization, and low to high poly sculpting, with uv unwrap, texture application, and importing props into a game engine.
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.