
Learn to create 3D game assets from scratch, including modeling, texturing, UVs, rigging, and animation, using Blender, Substance Painter, and exporting to Unity and Unreal Engine 5.
Learn basic Blender skills by creating a simple diamond shape, practicing move, scale, and rotate tools, and using edit mode to manipulate objects.
discover where to get blender from blender.org or steam, learn that 3.6 is similar to 3.5, and set up a desktop shortcut for quick access.
Launch blender for the first time, set language shortcuts to left, choose a theme, and proceed to general scenes; learn how blender saves preferences and loads recent files.
Master Blender camera controls to orbit, pan, and zoom, select objects, and focus on targets using the period key, noting context sensitive behavior and object mode.
Blender 4.0 introduces small item-adding changes, removing the shift A m C hotkey path; instead, add items by shift A and typing the item name or using the mouse search.
Explore adding and deleting objects in blender, selecting with box, lasso, or click, using shift and A shortcuts, and understanding active versus selected objects in the outliner.
Move, rotate, and scale objects by mastering axes and the world origin, with snapping and precise placement using the G key and axis constraints (X, Y, Z).
Learn scaling and rotation fundamentals in blender, using s and r with axis constraints, snapping with ctrl and shift, and practical examples with a cylinder and a cube.
learn to create a gem from a cylinder by editing in Blender's edit mode, using loop cuts, bevels, and vertex/edge/face selection, then save and organize project files.
Explore topology in 3d modeling by examining vertices, edges, and faces, and learn why quads support deformation while triangulation and ngons complicate modeling and game pipelines.
Explore quick methods to move, scale, and rotate objects in Blender using middle mouse constraints, gizmo tools, and hotkeys, with axis-aligned and object-constrained options.
Model a simple chest with new tools, prepare topology for export, unwrap the uv maps in the next section, and apply textures later.
Learn how to customize Blender for game asset workflow by starting with an empty scene, enabling key UI options, and saving a startup file for the next session.
Learn to add a reference image into your scene to guide three-dimensional modeling, align it to the camera, rotate, and lock its position, then save your project as treasure chest_01.
Model a Blender chest by creating a cube, scaling to 3.2 ft wide, assembling bottom and top parts, and preparing simple opening animations to import into a game engine.
Explore Blender 4.0 modifiers and contrast with the older 3.6 interface, noting categories (modify, generate, deform, physics) and the new add modifier with search; subdivision remains the same.
Learn to create and mirror trim pieces in a blender workflow, using the mirror modifier, origin alignment, and apply transforms to finalize geometry.
Learn to create a chest interior in Blender using inset and extrude, with edit mode, top view, and axis-aligned shaping. Apply rotation and scale to keep results consistent.
Learn to model brass buttons in Blender by starting from a UV sphere, lowering geometry, shaping a dome, positioning and duplicating, and applying a mirror modifier for symmetry.
Learn to model an arrowhead by starting from a cylinder, extruding to form a tip, refining with edge loops and bevels, and duplicating around the shaft in Blender.
Duplicate and align the arrowhead halves, use the 3D cursor for rotation and scaling, and clean up topology by merging by distance and removing inner faces.
Add detailed rings by beveling edges, creating smooth lips, and extruding along normals; refine with inner edges, chamfers, auto smooth, and a mirrored Taurus to complete the ring assembly.
Start from a cube to model a simple lock, beveling edges. Add edge loops, insets, and extrude, then shade and prepare for a future boolean operation.
Model a lock button with a UV sphere, edit and smooth the mesh, align it to the chest face with snapping, and add a keyhole.
Master cutting a keyhole with booleans in blender, using the difference setting to cut, and exploring intersect and union options, applying modifier, and cleaning up vertices to avoid shading issues.
Create the chest lid by organizing components into chest top collection, adjust reference visibility, shape and thicken with a solidify modifier, then add edge loops and extrude to form sides.
Add the lid trim to the chest by using loop cuts, edge mode, and extruding along normals, then separate the trim as its own object and patch any holes.
Model and position the chest lid buttons, center them along the lid curve, then mirror and join parts for symmetry and add hinges for animation.
Model a chest hinge in Blender by shaping a cylinder into two pieces, extruding and insetting faces, adding thickness, then joining and mirroring for animation-ready hinges.
Discover free tools for beginner game asset creation, including Krita for digital painting, Pureref for mood boards, Material Maker, 3D Coat, and alternatives to Substance Painter/Designer.
Explore the uv section by flattening each side in uv space, marking seams on edges, and prepping the chest asset for texturing in Substance Painter or Blender. This short, encouraging module shows that uv mapping can be easy and essential for a strong final texture.
Master UV mapping by unwrapping the chest and trim, marking seams, and aligning islands for clean textures. Create a checker texture to preview UV grids and ensure even textures.
Mark seams, unwrap the chest lid, and optimize edge flow to create even UV layouts, apply rotation and scale, and mirror UVs for efficient texture packing.
Learn to uv the chest bottom by isolating parts, marking seams with edge loops, and unwrapping with attention to straight lines, minimal distortion, and hidden seams.
Pack uvs with consistent texel density using Blender’s average island scale and pack islands. Adjust scales on less-visible faces and prep for export to substance.
Export the Blender asset as an FBX from selected objects, preserve UV layouts, apply smoothing to faces, and save a preset for texture work in Substance Painter and Unreal Engine.
Learn a simple method to make smooth pipe elbows using a torus and editing in wireframe. Apply extrusion, shear for corners, and bevel to refine the geometry.
Explore the basics of substance painter by texturing a chest and using smart materials to quickly modify textures, preparing you to create materials for the sword from scratch later.
Discover where to get substance painter through Adobe, start a 30-day free trial, and compare subscription options around $20 per month with Steam perpetual licenses for painter, sampler, and designer.
Import a chest into Substance Painter, select the Unreal Engine template, choose 2k or 4k resolution, set DirectX normal maps, and check UV unwrap and face orientation.
Master the basics of Substance Painter: bake ambient occlusion maps from low-poly models, apply smart materials and masks, and paint with fill layers using a mask workflow.
Apply wood textures with Substance Painter smart materials, adjust tiling and rotation to UVs, and layer brass and iron metals. Use masks and mesh fill to control details.
Learn how to use the height channel to add screw details on hinges with a fill layer, symmetry, and brush alphas, adjusting height for realistic displacement and texel density.
Learn to create and reuse smart materials from texture layers for game assets, including base color, variation colors, and edge wear, all organized in a folder.
Learn to import meshes and textures into Unreal Engine 5 and Unity, set up materials, and preview results before moving on to animation.
Select the textures folder and choose Unreal Engine four packed target file, disable emissive, and export base color, normal, and a packed roughness-metallic-ambient occlusion map for importing into Unreal Engine.
Export textures for Unity using the Unity HD render pipeline pbr workflow, with 4k Targa files in Unity folders, turn off emissive, and export base map, mask map, and normal.
Learn to download and install Unity and Unreal Engine using the Epic Games launcher and Unity Hub, manage versions, and enable Android and iOS build support.
Set up an Unreal Engine project from a game template, import a chest mesh and textures, create a chest material with base color and normal maps, and test in scene.
Set up a Unity project from Unity Hub, import a chest asset, apply textures (albedo, normal, metallic, occlusion), and adjust lighting and camera controls to preview the chest.
Learn animation basics with a cube, covering keyframes, timeline, and interpolation of location, rotation, and scale, plus a brief intro to rigging with armature and pose mode.
Begin rigging the chest by adding an armature with bones and joints, naming a root bone, and parenting bones, then prepare for export to Unreal Engine and future skinning.
Separate the chest from the rest before skinning to prevent deformation, then parent it to the armature using empty groups and assign vertex groups for each bone.
Learn to animate a chest opening in Blender using an armature and keyframes, then export the mesh and animation as FBX for Unreal Engine.
Import a skeletal mesh from blender into Unreal Engine, configure import options, assign materials, and import a chest opening animation to play with the skeleton, creating and testing animation assets.
Demonstrate importing animations into Unity and managing multiple animations with Blender's NLA strips. Explore chest open and chest close animations and export as FBX to Unreal or Unity.
Export a single FBX from Blender with bake animation and strips on, import the chest rig and all animations into Unity and Unreal, then test open and close actions.
Import the chest close animation as a skeletal mesh using the chest skeleton, then adjust the end frame in the timeline to ensure the animation ends correctly before re-export.
Build a simple Unreal Engine blueprint to trigger chest open and close animations when a player overlaps a collider. Learn basic interactivity with skeletal meshes and animation assets.
Master sword blockout techniques by applying familiar chest modeling workflows to build low and high poly versions, add twists with a deform modifier, and prepare for baking in Substance Painter.
Import front and side reference images in blender and align to the origin. Scale a guide cube to 125 cm to match sword length, and organize references for the blockout.
Block out a sword by constructing basic shapes, aligning to reference, and using mirror, knife, and extrude techniques to build the blade, guard, and handle.
Model the hilt grip by naming parts, adding center loop cuts, and beveling edges to form lips. Apply autosmooth and mark sharp edges to separate bevels from flat surfaces.
Refine the hilt with bevels and scale tweaks for a smooth first-person view, then twist the crossguard using the simple deform modifier, add loop cuts, and mirror for low-poly topology.
Model a low-poly pommel using edge loops, booleans, and the mirror modifier in Blender, refining scale, depth, and clean topology for a ready-to-animate asset.
Block the blade, hilt, and cross guard, then create spacers by isolating edges, extruding, and scaling to fit the pommel while refining topology with fills and auto smooth.
Model the blade’s outer shape in Blender using loop cuts and edge loops, then refine with scale on the X axis and mirror for a first-person asset.
Model a blade by adding the blood groove, refining edges with loop cuts, bevels, and marking sharp, then mirror and smooth for a high-poly workflow.
Explore a variety of viewport options in Blender, including shading presets, matcap materials, cavity, shadows, and random colors, to preview materials, lighting, and object differentiation.
Create a high-poly sword with modifiers for smooth edges, then bake its details onto a low-poly version in Substance Painter for in-game use.
Explore how subdivision surfaces create high-poly models from simple cubes using catmull-clark averaging, bevels, and loop cuts, while aligning low-poly counterparts for baking in Substance Painter.
Turn the sword into a high poly model using subdivision and bevels, copy modifiers for consistency, and organize into blockout and hp collections while preparing ambient occlusion in Substance Painter.
Learn to model a sword high poly, refine the cross guard and blade with sharp edges and bevel weights, then prepare for a low poly pass for a first-person asset.
Learn to convert a blockout into a low poly sword using a high poly to low poly workflow in Blender, add bevels, check topology, and unwrap the low poly.
Learn to UV unwrap and pack a low-poly sword using Blender 3.6's packing method, export to Substance Painter, and troubleshoot common texture map issues.
Unwrap UVs for a low-poly sword using a 4k checker texture, apply rotation and scale, and place seams with bevels and materials for clean texture packing in Substance Painter.
Master how to unwrap a sword blade, mark seams to improve texel density, and pack textures using mirror, merge by distance, and strategic edge cuts for better optimization.
Learn how to pack UVs for a low-poly sword in Blender 3.6, using the new margin setting and the updated packing algorithm while optimizing cross guard and pommel areas.
Export a sword from Blender to Substance Painter, renaming to blade with _high and _low for high/low poly, fix normals if needed, export FBX, and bake maps to preview textures.
Discover floaters, planes that float above the mesh, use a cage for baking, and let high-poly detail bake into a low-poly surface in Substance Painter.
Learn to make your own game assets from scratch in this complete beginner's course!
• We will cover the basics of Blender (This section can be skipped if you have used Blender a few times)
• Modeling an asset (Treasure Chest) for a game in Blender.
• What UVs are and UV mapping in Blender.
• The Basics of Substance Painter and how to quickly make custom textures from Substance Painter's included preset material library.
• The basics of Rigging and Animation.
• How to rig and animate our treasure chest and then import our animations, textures and models into multiple game engines.
• Importing our assets into Unreal Engine 5 and Unity.
• Modeling a more complex asset (Sword) using a high to low poly workflow.
• Texturing our sword using materials made completely from scratch in Substance Painter.
• Adding dirt and scratches to our texture.
• Finalizing our sword as a static AND skeletal mesh before importing both to both Unreal Engine and Unity!
I have also included several extra videos to show various alternative ways to work or useful tips and tricks.
I made this course with complete beginners in mind as well as beginner indie developers who want to learn the basics of 3D to have more flexibility in editing or creating their own assets. To achieve this, the course is divided into modular sections so if you have some knowledge you can skip to where you want to start. This also makes it much easier to come back and review a part of this course if you forget how to do something on your own.
With 10+ hours of content, this course is ready to take you from having no knowledge of 3D to being ready to bring your very own game assets into any game engine you chose.
This course is backed by Udemy's 30 day Money Back Guarantee!