
Model a hurricane lamp from scratch, unwrap UV maps, and bake textures in blender. Explore procedural shading techniques and maps such as base color, metallic, roughness, normal, and opacity.
Enable the two essential Blender add-ons, tools loop and node wrangler, before following along. Access them via edit preferences > add-ons, search for the add-ons, and ensure both are enabled.
Use the reference folder of front, side, and top triangles as a modeling guide. Model the hurricane lamp from the ground up, starting at the fuel tank and building up.
Calibrate reference planes in Blender 2.9 by setting units to millimeters, aligning top, front, and side references, and scaling to 160 millimeters radius to ensure accurate modeling.
Model a fuel tank and cap in Blender 2.9 by blocking shapes, extruding, beveling, adding loop cuts, using loop tools add-on, extruding along normals, and applying subdivision for smooth results.
Model the lamp collar and wick holder in blender 2.9 by extruding from the fuel tank, shaping the collar, adding a hemispherical inner holder, and refining edges with subdivision.
Model the lamp’s glass chimney in Blender by extruding circular profiles, duplicating and separating geometry, and naming parts to keep the project organized.
Create a ceiling ventilation cap in Blender 2.9 by modeling a multi-segment circle, extruding holes, and refining with bevels and subdivision for a smooth, low-poly finish.
Create the frame in Blender by turning a plane into a box, extruding and merging vertices, then refine with loops, subdivisions, and displacement for welded detail.
Model the handle in Blender 2.9 by shaping a curve, applying a mirror modifier, adjusting resolution and thickness, and refining subdivision for a seamless join.
Model metal support rings in Blender 2.9 by creating circles, giving them thickness with bevels, and duplicating and rotating parts to fit the collar and support the glass.
Model a lever in Blender 2.9 by blocking shapes, extruding to create holes and thickness, beveling edges, and applying subdivisions and solidify to reach final mesh.
Model a blender knob by forming a twelve-segment circle, extruding a dial, adding a spiral feature, and applying a skin modifier with subdivision surfaces to achieve realistic thickness.
Model a final part by extruding a plane into a block, adding subdivisions and proportional editing for an organic look; name parts like handle and metal rings.
Check and correct normal orientation in Blender by using overlays to visualize normals, interpreting blue as correct and red as incorrect, then recalculate outside to ensure outward normals.
Mark seams and unwrap the model in Blender 2.9, converting edges into UV islands to texture base color, roughness, and normal maps, then verify grid alignment and proper island packing.
Explore laying out uv maps in Blender 2.9 to optimize texture resolution by uv space, arrange the fuel tank, glass globe, and vent without overlap, and prepare for texturing.
Texture and assign four materials in Blender 2.9 — glass, wick, Eric Holder, and metal — for a lamp, then bake maps for export to game engines.
Create a curvature map in Blender by baking ambient occlusion into a texture, adjusting with color ramps and Musgrave variations to highlight edge wear and surface detail.
Create metal and paint wear by using musgrave textures and curvature maps in blender. Refine with color ramps, mix RGB nodes, and roughness adjustments.
Texture the lamp chimney glass in blender 2.9 by setting white base, increasing transmission, then gradient with separate xyz node and use Musgrave texture for variation with color ramps.
Texture a wick in Blender 2.9 using procedural node-based textures, with bump and normal maps, scale and randomness controls, and ramp-driven color and roughness for a half-burned look.
Learn to add scratches to Blender 2.9 assets by creating a scratch texture, connecting it to bump, height, roughness and normal maps, and painting scratches on metal and glass surfaces.
Learn to bake the base color in Blender by creating and applying a diffuse map from an image texture, configuring the Cycles render, and baking across multiple materials.
Delete unconnected images, save the base color, and create a roughness map in blender; connect it to roughness and diffuse nodes, then bake across materials.
Trim down roughness, bake a metallic map in Blender 2.9, create a 2048 texture, assign metallic to the metal element's diffuse, and use black non-metal and white metal values.
Create and bake a normal map in Blender, assign it to the shader using an image texture, and save the normal map for use on detailed parts, addressing color variations.
Bake a transparency map for a glass asset in Blender by painting an image texture, where black is opaque and white is transparent, and save as transparency.
Consolidate to a single material and assign texture maps—base color, roughness, normal, metallic, and transmission—and bake and tweak with texture painting for detail.
Perform a quick Blender 2.9 test render to preview materials and lighting for the hurricane lambdas, showing scratches, alpha, and metal and glass effects.
Explore the powerful texturing tools in Blender and spark curiosity about procedural shading techniques. Continue experimenting with asset creation in Blender, have fun, and push your skills beyond the course.
Hello everyone! I am Harshavardhan from India . I have been an active blender user for the past 4 years. I welcome you all to the course, asset creation in blender. We will be learning how to model a hurricane lamp from scratch. We will then unwrap UVs followed by a full texturing session which will provide you an introduction to the huge world of procedural texturing techniques inside of blender. We will then bake our generated textures in PBR maps like the base colour, metallic, roughness, normal and opacity map. The techniques used in this course can be used for asset creation in games and in real-time visualisation.
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The best part is we will be doing all the modelling, UV unwrapping, texturing and baking all inside of blender without the need for any other third party texturing software. In my opinion, the node based shader editor in blender is as powerful as any other dedicated texturing software. This course is aimed to be short and crisp with the entire duration of just under 3 and a half hours. where I aim to deliver the most relevant information in a short span of time. I am excited as you are. Enroll now and I hope to see you in the course.