
Blender 2.81 and Substance Painter teach sci-fi asset creation, using a rifle as a game asset, across five chapters from forms to texturing, rendering, and importing to Sketchfab and Unity.
Enable the Bool Tool addon in Blender and use boolean operations to carve holes and create shapes for face modeling, using nondestructive brush booleans.
Discover the built-in carver addon in blender and quickly carve shapes—rectangle, line, circle—using shortcuts in orthographic view, after enabling it in preferences; explore the profi brush for inserts.
Install and use free Blender add-ons such as Fusca and Makeda shortcuts to speed up face molding with one-click booleans, bevels, arrays, and precise snapping for sci-fi assets.
Combine three Blender add-ons to quickly prototype sci fi assets, shaping wings, cockpit, and details with booleans, mirror, and array for efficient, modular design.
Learn creation rules and cleaning techniques in Blender 2.81, manage edges and bevel artifacts, clear sharp edges, and fix close-vertex issues for clean sci-fi asset creation.
Learn to create sci-fi assets in Blender 2.81 by using a shape generator to assemble the body, cannon, viewfinder, and stock, then render and save reference images.
Create a sci-fi rifle by modeling basic shapes in Blender from a reference image, align along axes, use orthographic view, and organize parts in a dedicated collection.
Continue shaping a sci-fi asset in Blender 2.81 by adding basic shapes, making cuts, following design lines, experimenting with forms, and preparing for later detailing.
Detail the stock by cleaning lines, aligning geometry, and adding bevels and cuts, then shape two main parts—the stock and the body—for a sci-fi asset.
Explore grip detailing by cleaning lines, dissolving unnecessary edges, and refining vertices in wireframe view, then add precise cuts to shape a cleaner, more dynamic sci fi grip.
Model detailed sci-fi body geometry in Blender by aligning parallel lines, making precise cuts, and beveling edges, then prepare for normal maps in Substance Painter.
Explore detailing a sci-fi barrel in Blender 2.81. Use edit mode, axis selective scaling, loop cuts, extrusions, bevels, and symmetry techniques to create a cleaner, more interesting cannon.
Add details to the viewfinder in Blender 2.81 by extruding faces, using the knife tool for loops, and applying booleans to refine geometry.
Add detail in edit mode by selecting faces, extruding, and shaping features. Manage polygon count with modifiers, compare high and low poly states, bake normal maps, and note booleans.
Add details with boolean inserts using insert objects and the fusca add-on. Center the origin, limit polygons, collect inserts, perform boolean cuts, then verify geometry and export to Substance Painter.
Inspect and refine your Blender model by checking details, removing artifacts, and adjusting bevels and edges. Prepare geometry, scale, and segments for a clean export to Substance Painter.
Create two materials for the rifle—metal and paint—and assign them to different parts, linking materials across objects and preparing two UV layers for export to Substance Painter.
Unwrap your blender model using manual seams and island layout to optimize a 2d texture map, then use smart uv project for automatic unwrapping of multiple objects.
Export a sci-fi asset from Blender for Substance Painter by creating low body model and high body model exports, using selection only, triangulated faces, and separate folders for static objects.
Import and verify your mesh in Substance Painter with a new template, export the low poly, and check artifacts and inverted normals in 2D and 3D views.
Bake textures from a high-poly sci-fi model to a low-poly mesh in Substance Painter, using mesh maps, texture sets, and 2048/4096 textures, then adjust distance to reduce artifacts.
Learn to build a paint shader in Substance Painter by layering paint, metal scratches, and dirt with masks and smart materials, using procedural masks for realistic sci-fi metal.
Create a sci-fi cannon metal shader in Substance Painter, enhance with rubber parts, textures, filters, and smart materials, and learn masking, symmetry, and painting on specific parts for realism.
Learn to add paint stripes and lights to a sci-fi asset by using paint layers, masks, and duplication to create stripes and details, then apply emissive lighting for targeted highlights.
discover camo texture creation in Substance Painter with non-destructive masking, lighting adjustments, and procedural textures to blend camo UCP and camo wood for flexible game-ready surfaces.
Export texture sets in substance painter, choose appropriate export resolutions (4096, 2048, 1024), organize folders, and apply a gloss shader with masks to refine materials.
Create Blender shaders for sci-fi assets using texture sets exported from Substance Painter; wire image textures into base color, rockiness, and normal maps, plus ambient occlusion and emission.
Create a reusable studio in Blender for final renders, using Eevee for quick previews and Cycles for realism, with camera setup, lighting, background plane, and an empty parent for animation.
Explore Blender 2.81 compositing: enable use nodes, render the scene, and combine render layers with ambient occlusion, glare, dust overlays, and a vignette to craft the final render.
Learn to mix three base models to quickly create a full sci-fi asset set in blender, duplicating parts, adjusting shapes, and refining proportions before texture work in substance painter.
Import assets from Substance Painter into Unity and Sketchfab, assign and edit materials and textures, apply normal maps, ambient occlusion, and emission, and prepare assets for Sketchfab sharing.
Explore modeling, rigging, and texturing a sci-fi droid in Blender 2.81 and Substance Painter, from simple shapes to complex assets, with armature setup and cycle-friendly textures.
In this training we will discover the process of creating science fiction assets. We will take as example the creation of a rifle for video game.
This training will allow you to discover a complete workflow and discover features of both software.
This training is divided into 5 chapters that will follow the process of creating the basic forms to texturing and importing into a game engine.
In the first chapter we will watch in depth the specific modeling tools that we will use in Blender, once these notions have been acquired, we will be able to proceed to the modeling of the rifle in chapter two. In chapter 3 we will add details into the model. Chapter 4 will be in Substance painter for texturing, and then we will come back to Blender in Chapter 5 to render the project on both rendering engines Cycles and Eevee. We will also discover how to make a complete set to experiment new forms and We will import our final model on Sketchfab and Unity.
As a bonus in this training you will also find two complete models that have been produced with the same creative techniques, a complete droid and a complete mecha, these models are rigged and textured ready to be used in your projects. I do not put any restrictions into it.
The source files are included in the training and allow you to understand the entire workflowfrom the beginning to the end.