
Learn how to create 3D game assets in Blender, starting with what a 3D model is, exploring the 3D space, and using polygon modelling to produce low poly game assets.
Search for reference images using Google Images and Pinterest to gather multiple views, side views, and textures such as dirt and scratches for accurate Blender 3d modeling.
Learn to block out 3D game assets in Blender using main shapes like cubes and cylinders. Combine, mirror, and scale these primaries, then add secondary shapes later for detail.
Bake high-poly details onto a low-poly model using normal maps and textures. Understand polygon budgeting, engine limits, and the role of baking for lifelike details.
Discover how to transform a simple 3D model into a textured asset by mastering UV unwrapping, texture projection, and seamless seam placement.
Explore texture maps in blender, including diffuse (albedo), normal, displacement, specular, and roughness, and learn a node-based workflow to create realistic materials without extra geometry.
Bake high-poly details onto a low-poly cube in Blender using a two-cube setup, export both, and bake maps such as normal, curvature, occlusion, and WorldSpace normal map in Substance Painter.
Export textures from Blender and set up Unity folders for models and textures, then import the 3D model with albedo and normal maps using the Unity 5 standard metallic shader.
Compile a barrel reference image folder from real world sources and assemble a photoshop reference board to guide materials, rust, and the high poly workflow.
Learn to block out a barrel using Blender by creating a cylinder, adjusting dimensions, applying a mirror modifier, adding edge loops for indents, and refining with bevels and subdivision surfaces.
Create the barrel’s bottom and top lids in Blender by extruding and scaling, then form a hexagonal lid from an eight-vertex circle rotated 22.5 degrees.
Apply the mirror modifier to model the top half of the barrel, then create and merge hexagonal shapes with circles. Extrude, bevel, fix normals, and apply smooth shading.
learn to convert a high-poly barrel into a clean low-poly version by duplicating parts, removing unnecessary loops, and baking details, then sharpen edges with mark sharp and auto smooth.
Learn to unwrap UVs for a barrel in Blender by marking seams, hiding seams, and iteratively adjusting edge loops to reduce stretching, create clean UV maps, and optimize texture space.
Export a detailed barrel from Blender to Substance Painter, bake high-poly to texture maps, fix shading seams and sharp edges, and set up materials for game assets.
Learn to edit and customize smart materials in substance binder, building up base metal, paint, roughness, dirt, and decals with masks and layers for realistic barrels.
Export textures and set up a Unity project, organizing textures and models folders. Import assets, apply color, metallic and normal maps in the inspector, and prep the barrel for play.
Learn to create a simple cardboard box 3D asset in blender, focusing on materials, textures, and tape details. Examine a reference images folder to guide color choices and final look.
Learn to model a cardboard box in Blender by blocking out from a cube, adding edge loops, extruding flaps, and aligning vertices for clean geometry.
Model a cardboard box in Blender using edit mode and proportional editing with connected only to shape folds. Apply bevel and subdivision surface, then weight edges for sharp details.
Enhance a low-poly box by enabling subdivision, duplicating for high and low variants, adding edge loops, and applying mark sharp and smoothing to fix shading artifacts.
Master UV unwrap for a cardboard box by prioritizing visible surfaces and marking seams. Unwrap with edge loops, allocate texture space to key faces, and pack UVs to minimize waste.
Export high and low poly versions of a cardboard box, bake mesh maps, and adjust frontal distance to reduce texture projection, while organizing assets and avoiding unnecessary materials.
Create a realistic cardboard box material from scratch by varying the base color with noise and dirt, then layer height and roughness maps and tune tiling.
Explore how to control roughness in a cardboard box by layering roughness maps, using crunch and cloud textures, masks, and multiply blending to create realistic highlights and dirt.
Learn to create corrugated stripes on a cardboard box in Blender by using a black gradient mask, heightmap adjustment, and multiply cloud textures for realistic game assets.
Apply a dirt layer to a cardboard box using color and roughness tweaks, with black masks, dirt and position generators, and layered roughness for realistic wear.
Create watermarks for 3d game assets by adding a watermarks folder, using cloud texture to form wet spots, and adjusting color and roughness with a black mask.
Learn to create cardboard box decals in Blender using alphas, textures, base color painting with masks, and height and roughness control for realistic stickers and labels.
Add high-detail wrinkles to a cardboard box using generated normal maps from paper textures. Paint, adjust strength, and export maps to Unity for use in Blender's 3D game assets workflow.
Apply displacement and alpha masks to reveal card detail on cardboard box sides by painting grayscale maps in Blender, adjusting color, roughness, and height for realistic depth.
Export textures using Unity and PBR presets, including the metal roof, then organize textures and apply albedo, metallic, normal, and roughness maps for accurate physically based rendering.
Create a chair and desk set in Blender by modeling the chair, designing a matching desk, guided by real-world references and details like carved ballpoint marks, wear, and stickers.
learn to model chair shapes in Blender using curves to create tube-like legs, bevel depth, and resolution, then convert curves to a mesh for quick, adjustable pipe constructions.
Learn to block out a chair in Blender by importing back and side reference images, aligning views, mirroring parts, setting origin, and extruding to define depth for the wooden frame.
Create a wooden backplate for a chair in Blender by modeling curvature, adding thickness with solidify, beveling edges, and using mirror and edge loops to refine the fit.
Build a wooden chair seat in Blender by shaping a plane, using booleans to cut a circle, and refining with bevels, solidify, and subdivision surfaces.
Duplicate the caps into a second collection, convert curves to meshes, and use a mirror modifier to create symmetry, raise the resolution to 50 for a smooth high poly result.
This lecture guides building a low-poly chair by duplicating components into high and low poly sets, renaming parts (backplate, seats, frame), adjusting loops, bevels, and sharp edges for clean shading.
Unwrap the chair’s low-poly model and place seams to hide edges for efficient texture maps. Test for stretching with a grid texture and adjust scale and mirroring.
Learn to bake mesh maps in substance finder, fix projection issues by matching names, adjust texture maps to 1024 or 2048, and handcraft caps for better results.
Fix a Blender chair by beveling and extruding to add detail, sharpen edges on the low-poly, unwrap and mirror, then export the low-poly with modifiers for textures.
Create a rusted metal base and painted surface using noise textures and tri-planar projection. Mask wood areas, add screws with alphas, and fine-tune dirt and grunge for realistic reflections.
Begin blocking out a desk from a chair, using scaled cubes to match proportions, mirror and adjust so legs fit underneath, then save the desk as a new folder.
Learn to build a highpoly desk in Blender by shaping the top and two planks with edge loops, subdivision surfaces, bevels, and mirrored geometry, then refine sharp and curved edges.
Learn advanced high-poly desk modeling in blender, refining geometry with extra edge loops, moving vertices in wireframe, applying bevels and subdivision surfaces, and mirroring while matching reference.
Create a low-poly desk model in blender by building parts, adding bevels, and applying subdivision surfaces for smooth shading, while refining edge loops and organizing collections for clean game assets.
Create a low-poly desk in Blender using the mirror and subdivision modifiers, then bevel edges for clean silhouettes. Delete unnecessary vertices and prepare for uv maps in the next step.
Learn uv editing for a low-poly desk by applying mirrors, marking seams, unwrap steps, checking texture stretching, and adjusting normals and sharp edges for clean, accurate game assets.
Blender bakes texture maps from high-poly to desk and chair, reuses and renames materials to match colors, then adds stickers and writing to enhance 3D game assets.
Save your work frequently to reuse models when sculpting the concrete barrier and the destroyed barrier, starting from a low-poly blockout to speed edits and reuse materials.
Learn to craft a modular concrete barrier in Blender that yields multiple props from one base model by applying damage variants, wear, and surface contrast, using high-poly sculpting for speed.
Learn to recreate a concrete barrier blockout in Blender by extruding a simple profile, applying bevels and subdivision for sharp edges, and using bevel weights to control sharpness.
Create a concrete barrier model in Blender using boolean cuts, mirror modifiers, and careful origin placement; explore holes, fins, and construction details, then prepare for low-poly reuse.
Prepare a concrete barrier for sculpting in Blender by adding damage, refining topology, and applying booleans, then use masking and heightmaps to create detailed texture.
Learn to create free, open-source materials in Blender using a diffuse map and heightmap, then generate normal, smoothness, and metallic maps to enhance sculpting and realism.
Learn to sculpt concrete barrier assets by turning a heightmap into a timelapse demonstration, showing the sculpting process to build Blender-based 3D game assets.
Design a low-poly concrete barrier by managing high-poly and low-poly collections, applying boolean operations and bevels, and optimizing geometry while preserving a clean silhouette for game assets.
Learn to uv unwrap a concrete barrier in blender by marking seams and unwrapping, then check for stretching with a shading editor and adjust seams.
Learn to model concrete barrier rebars in Blender by building curved bars with cylinders, bevels, and curve modifiers, then mirror, bridge edges, and apply subdivision for a smooth final asset.
Create a concrete barrier in Blender by shaping rebar with a curve modifier, turning it into high-poly and low-poly meshes, unwrap UVs, and bake textures for game assets.
Bake normal maps from high-poly to low-poly in Blender, avoid sharp edges by turning off smoothing, and check UV stretching; export texture sets for each material.
Explore creating realistic concrete barrier textures by layering dry and wet concrete, adding dirt, rust, and stones, and refining roughness with masks, gradients, and a dedicated roughness map.
Create realistic concrete barrier textures in Blender by applying base color, displacement, normal, and roughness maps, then add dirt, rust, and targeted masks.
Learn to craft a damaged concrete barrier in Blender by rebuilding the frame with curves, bevels, and sculpting, then mirror, assemble, and edit the low-poly model from before.
Shape a damaged concrete barrier in Blender by adjusting the frame and modeling high-poly rebar with bevels, then reuse parts with array and mirror modifiers.
Create a damaged concrete barrier in Blender by duplicating rebars and using curve modifiers to form broken pieces. Refine shading with normals and mark sharp edges for clean rendering.
Learn to model damaged concrete barrier rebars in low poly form by creating a corresponding high poly, deleting unseen geometry, and aligning parts for seamless mirror and extrusion.
Create a low-poly barrier from the high-poly model, organize assets into barrier collections, adjust geometry to match the silhouette, and ensure polygon limits while refining missing parts.
Master uv editing and unwrap a damaged concrete barrier, adjust seams to reduce texture stretching, and assign textures and shading before merging and exporting high-poly and low-poly models.
Master baking damage textures for a damaged concrete barrier in Blender, adjust mesh maps, separate overlapping rebars to avoid projection issues, and create reusable smart materials with substance finder.
Learn to texture a damaged concrete barrier by color correcting, applying rust, and using generators and masks to add realistic randomness, patterns, and weathered detail.
Create decals by sourcing sticker textures, build a square 512x512 texture in Photoshop, and apply it as the base color with an alpha map to control transparency, roughness, and height.
Learn to create a weld brush in Blender by using a moon-shaped texture, area plane mapping, and adjusting stroke spacing and jitter for realistic welds.
Creating 3D game assets is the main focus of this course.
In chapter 1 You can sit back and listen to the introduction to understand the mechanics behind the 3D pipeline.
In chapter 2 You will apply everything you have learned in chapter 1. While creating the barrel you will learn simple but effective modeling techniques in blender. In Substance painter you will be able to create realistic looking materials with ease.
In chapter 3 We go deeper into the creation of the model. creating more challenging shapes so your models will look more realistic and creating materials from scratch. This way you can start thinking about materials in a different light and start looking for ways to create textures and materials you never had thought about before.
Chapter 4+5 Are made for each-other. With the creation of the chair, you will get an understanding about shapes and recreating more intricate models. Now that our chair model is done you will learn how to reuse certain parts of the model so we safe loads of time and create a ''set'' of models that look good together.
FREE UPDATE!!!
chapter 6+7 and chapter Extra's are new updates just for you!
Chapter 6+7 Are designed to speed up your process and create multiple 3D models from the same kind with a different look.
Chapter Extra's Covers topics that will heighten your production speed and quality, but are better served separate so you can find them back.