
Demonstrate building a Blender 2.8 game vehicle from reference images to UV mapping, color I.D. map, FBX export, texturing in Substance Painter, and rigging in Unity.
Learn to import and align background reference images in Blender, using front, side, top, and back views with alpha transparency to block out the vehicle.
Block out a Blender vehicle with temporary tires and cylinders to gauge scale, then duplicate wheels, adjust rotation on the Y axis, and use opacity to compare references.
Organize your Blender scene with collections, store reference images, and model the hood of a vehicle by creating a center polygon, extruding edges, and applying a mirror modifier with clipping.
Master extruding the hood into a game vehicle in Blender 2.8 by shaping edges, aligning vertices across front, top, and side views, and refining with edge loops and precise scaling.
Align hood lines by adjusting points and edges, extruding and scaling with the 3d cursor pivot, then apply shade smooth and auto smooth for a game-ready low-poly look.
Model the front fender in Blender 2.8 by selecting edges, extruding, and aligning vertices, then use the mirror modifier and fill faces to finalize the shape.
Practice finishing the front fenders in Blender 2.8 by adding edge loops, creating insets, and extruding along the y axis to shape the headlights for a low-poly game vehicle.
Block in the front bumper with basic forms, keep it low poly, and plan bevels, edge loops, and a mirror modifier (origin at the 3d cursor) for the inset.
Continue the front bumper workflow by adding edge loops, extruding and inset operations, scaling along axes, deleting back faces, then modeling a winch cylinder and applying auto smooth.
Model a front bumper in Blender by creating cylinders, applying the solidify modifier for thickness, and bridging edge loops to join parts, then align, duplicate, and refine with auto smooth.
Learn to cut a hole in a Blender object with a cylinder and boolean difference, discuss quads and tris, and note game engines convert polygons to tris.
Block out the cab from a starting cube, shaping with scale, extrude and edge loops, mirror for symmetry, and wireframe checks using front, side, and top views.
Block a polygon plane to form the front door, align edges to the cab angle, then shrink wrap and boolean cut to fit and hollow the door.
Model the back door by extruding, aligning vertices, and using shrink wrap to fit the cab, then apply solidify, boolean, border trim, and mirror for both sides.
Create window geometry in Blender by starting with a polygon plane, extruding and insetting to form depth, aligning to the door, and setting origin to 3D cursor for precise placement.
Block in the back storage area with extrusion, mirror, and solidify to form a symmetrical panel guided by reference images.
Use the Blender array modifier to duplicate cutter objects for holes, apply boolean differences, and mirror the result to create symmetrical panels.
Start with a polygon plane, extrude and shape edges to form the front corner piece, then apply solidify for thickness and mirror after setting the 3d cursor as origin.
Develop the back storage area by constructing a two-piece corner shell, using wireframe views, extruding along x and z, adding edge loops, and removing internal faces to avoid tee polygons.
Block out the back container in blender 2.8 by creating a cube, extruding, and aligning to the reference image, then add a top piece with a cylindrical connector.
Model the back details of a game vehicle in blender 2.8 using reference images, a polygon plane, edge loops, knife tool, extrude, and a solidify modifier with the mirror modifier.
Begin shaping the tailgate area of a game vehicle in Blender 2.8 by blocking in basic shapes, mirroring, and refining with inset, extrusion, and proportional editing.
Refine the blender 2.8 tailgate for a game vehicle by adjusting vertices and extruding edges. Create a curved top and a handle using a curve path and a mirror modifier.
block in the back of the vehicle in Blender 2.8 using cylinders, solidify modifiers, and extrude to establish thickness, then bridge edge loops and smooth for alignment.
Blender 2.8: begin the gun turret by forming polygon planes, aligning to reference images, extruding edges, and preparing to mirror with a solidify modifier.
Learn to model a Blender 2.8 game turret by mirroring parts and adding solidify thickness. Set origin to the 3D cursor, clip geometry, extrude, and bevel for a turning turret.
Extend the turret by crafting a centered polygon panel, creating a cutout with edge loops, mirroring it with clipping, and adding thickness while refining transforms in local space.
Create realistic turret windows in blender 2.8 by modeling a single glass block window, building clamp brackets, and using boolean operations to cut holes, then duplicate and mirror components.
Create an l-shaped front panel window block and attach brackets, aligning them with the main piece. Use extrusion, edge loops, and a solidify modifier, then mirror.
Use boolean modifier to cut windshield hole from the glass block, then apply solidify, bevel, and auto smooth; finally create and mirror the front windows with a polygon plane.
Block out the side loops, two steps, and three support bars for the vehicle using cylinders, extruding back, and applying a solidify modifier, then place them with reference images.
Learn to build an l-shaped tubing with a curve path, bevel and depth, convert to mesh, and mirror for a game vehicle.
Create a chain for vehicle steps in Blender, using array and curve modifiers, an empty for offset, and bridge edge loops to form links, then attach to a path.
Align the hood to the cab using proportional editing, extend and extrude the fender, and refine the curves to better fit the cab in Blender 2.8.
Move and extrude edges, bevel seams, delete excess faces, and merge vertices to clean the fender. Then add edge loops and relax with the loop tools to smooth the curve.
Create the tires and treads with two repeating pieces, mirrored at the center, using an array for bolts around the wheel. Split and mirror the geometry to refine the rim.
Create the wheel bolts from cylinders, place them around the tire using an array modifier centered on the 3d cursor, and refine with bevel and smooth shading.
Learn to model tire treads in blender 2.8 by building two tread pieces, refining with extrude and edge split, then using shrink wrap and array to wrap around the tire.
Discover finishing Blender 2.8 tires and wheels by duplicating geometry, rotating around the y axis, applying the array modifier, beveling edges, shrink wrap, solidify, and using origin and mirror.
Clean up the hollow wheel by deleting extraneous bolts and faces, bridge edge loops, and apply a mirror modifier, then fill underneath the vehicle with blocks and smoothing.
Demonstrates creating a spring for a Blender 2.8 game vehicle shock absorber using a screw modifier on a circle, then adding supporting brackets and mirrored plates with a mirror modifier.
Add detailed front axle components in Blender 2.8 for game vehicle creation, using extrusion, scaling, edge loops, and mirrored cylinders to form the front axle details.
Add brackets and extruded extensions to ground the front bumper and add detail. Mirror the layout and place bolts on both sides, balancing poly count around the grid center.
Add connecting pieces to the front and side of the vehicle, using cubes, solidify modifiers, and mirrored duplication to build thickness and connected brackets.
Model the headlights by shaping cylinders, inset and extruding to form a rounded housing, bevel edges, apply smooth shading, and mirror with centered origin for a symmetrical, detailed headlight assembly.
Ground the springs and connect the front undercarriage using a small cube, extrude, add edge loops, mirror and join parts, and finish with auto smooth.
In blender 2.8, begin the rear axle with the solidify modifier, extrude and bridge edge loops, then mirror back parts and add tubes, cylinders, and cross bars.
Continue with the rear axle in Blender 2.8 by creating cylinders, extruding and insetting details, beveling and sharpening edges, and using a mirror modifier to connect parts with clipping.
Place cylinders to form rear shock absorbers and refine top and bottom posts in Blender 2.8. Mirror components, smooth surfaces, and braces, a strap, and a flip-down ladder for rear.
practice adding back components to a Blender game vehicle by extruding faces, adding edge loops, beveling edges, and using the shrink fatten tool and extrude to cursor.
Model a trailer hitch in blender 2.8 by shaping a torus, extruding and bridging edge loops, adding back detail, bolts, and mud flaps, and refining with smoothing.
Wrap a circle mesh around the tire, adjust vertices with proportional editing, extrude to shape, and use a solidify modifier for thickness.
Learn to model and ground a gun support on a game vehicle in Blender 2.8, using reference images to build brackets, plates, bolts, and a mirrored extruded assembly.
Begin the gun by grounding the post to the top of the vehicle and extruding a triangular bracket, then model the gun cylinder and align with the turret panel.
Model the gun grips in Blender 2.8 by creating a cylinder, extruding, applying a mirror modifier, and refining curves with the spin tool and center merge.
Blender 2.8: add top gun details by creating simple cubes and cylinders, extruding edges, beveling, applying solidify, merging parts, and mirroring bolts for a cohesive game vehicle component.
Model the side crank for a game gun in blender by shaping a plate with groove, creating the handle, adding edge loops, bevels, and extrusions.
Model an ammo box in Blender by extruding rims and faces, using edge loops and bridging them, then apply a solidify and mirror modifier and join parts.
Model and assemble the gun support in Blender by creating cylinders and bolts, aligning them with posts, extruding and beveling, then join parts and apply modifiers.
Welcome to Blender 2.8 Game Vehicle Creation! In this course you will learn how to create a game vehicle, from the first polygon to the final configuration of the user controls in the game engine. You will learn:
Blender 2.8 Modeling Tools and Modifiers
UV Mapping a Complex 3D Model in Blender 2.8
Creating a Color ID Map
Exporting FBX files from Blender
Texturing in Substance Painter
Baking a Normal Map in Substance Painter
Configuring a Vehicle in Unity
We will begin by modeling an Oshkosh-M All-Terrain Vehicle. We’ll go over the modeling tools and techniques that you’ll need to create a low-poly vehicle in Blender 2.8. We will UV map all the parts of the vehicle, and you’ll learn how to combine all the pieces into an efficient, unified UV map.
From here we will export the model out of Blender and into Substance Painter. We will build the textures for each part of the vehicle, and then export the texture maps out, ready to take into Unity. Finally, we will bring in the models and textures into Unity, set-up the materials, and configure the vehicle controls.
If you’re interested in creating and setting up game vehicles, and are looking for a comprehensive course to take you through every step of the process, then join me for Blender 2.8 Game Vehicle Creation.