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Blender 2.81 - Substance painter - Sci fi asset creation
Rating: 4.7 out of 5(542 ratings)
3,779 students

Blender 2.81 - Substance painter - Sci fi asset creation

Discover a complete workflow for creating Sci-fi assets for video games or animation.
Created byJulien Deville
Last updated 11/2019
English
English [Auto],

What you'll learn

  • Discover specific Blender 2.8 modeling tools and apprehend Substance painter
  • Create an asset ready to be imported into a game engine
  • Discover a workflow from A to Z for the creation of a futuristic rifle

Course content

5 sections35 lectures9h 59m total length
  • 1.1-Introduction2:16

    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.

  • 1.2-Bool-tool Addon14:57

    Enable the Bool Tool addon in Blender and use boolean operations to carve holes and create shapes for face modeling, using nondestructive brush booleans.

  • 1.3-Carver Addon22:02

    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.

  • 1.4-Fast carve Addon20:00

    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.

  • 1.5-Combination example26:30

    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.

  • 1.6-Creation Rules and Cleaning19:00

    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.

Requirements

  • Knowing the basics of Blender training from A to Z is a plus but not required
  • Good knowledge of the computer tool
  • Having a recent graphic card

Description

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.

Who this course is for:

  • 3d graphists
  • Game designers
  • Illustrators