
Craft a final high poly Blender asset by blocking out the form, refining edges with bevels, applying insets and extrusions, and ensuring clean geometry with precise cuts.
Create the final high poly asset by refining panels with edge loops and bevels, fixing pivots, and using multi-resolution subdivision to shape center modules and back phases.
Continue building the high-poly asset by refining topology with edge cuts and bevels. Test subdivision and autosmooth, plan top and cylinder details, and decide between geometry or baking in painter.
Create a cylinder-based mechanism, use booleans to cut shapes, merge and weld vertices, extrude and bevel edges, and smooth while preparing for a final high-poly asset.
Create the final high poly sci-fi asset in blender by refining topology, linking edge loops for smooth flow, and building the nozzle and cables in a structured workflow.
Clean up and optimize a final low poly mesh in Blender by merging vertices, closing loops, removing unnecessary lines, and using the cut tool and tigertail toggle for clean geometry.
Continue refining a low-poly model by removing unnecessary pieces and loops, duplicating and aligning geometry, applying small bevels, and preparing the mesh for baking and unwrapping.
Master Blender uv editing by unwrapping every part, creating seams, testing with a checkered texture, and packing into a 1x1 square, including cylinder unfolding and live updates.
Master the final steps of UV unwrap in Blender by placing mock seams, unmapping, testing with pack islands, adjusting scales for even texture density, and packing pieces efficiently.
Add extra normal map details to cylinders by editing geometry, inserting edges, and using mirror and merge by distance to refine the shape.
Add normal map details to Blender sci-fi assets by refining masks and symmetry to create vents and lines, then export your work.
Add base colors to metal assets in part 3 by refining paint masks, applying subtle scratches, and integrating emissive blue lights, then preview in the material editor and export.
Paint edge damage on sci-fi assets by masking steel textures and painting wear. Explore brush control, mask layers, and deliberate corner and edge refinements in Blender.
Note :
Who should enroll : This course is for those who are interested to be able to make AAA quality game environment objects and props using Blender as main 3d software.
Requirements to enroll : It is not for complete beginners who never has used Blender, Substance painter, Marmoset toolbag before. Instead it is a beginner friendly course that means if you know how to move around in these software, may be has used those before but you consider yourself still a beginner then this course is for you.
Software we are gonna use : Blender, Marmoset Toolbag, Substance painter and Photoshop and some free plugins for Substance Painter. So don't worry about the plugins, we will let you know from where you can download in the lecture.
If it sounds like you then keep reading.
What will you learn :
Modeling in Blender both Low poly and High poly
Baking Maps in Marmoset toolbag
Texturing in Substance Painter
Who am I to teach : My name is Emiel sleegers, I am a 3d environment artist at Ubisoft. I have created many courses on game environments, props and objects.
Some More Readings : In this tutorial course we will go over on how to make a hero sci-fi game asset from start to finish.
We will be using Blender3d for the modeling, Marmoset toolbag for the baking and final renders and substance painter along with a tiny bit of Photoshop for the texturing.
We will go over many techniques but the most important ones are on how to get good shape and form while following a reference image, how to create a correct and efficient high poly model, and how to create an optimized low poly model. how to uv unwrap a model and how to bake a model properly and fast and of course on how to texture a model inside substance painter.
I hope you are just as excited for this tutorial course as I am and I hope to see you soon!
Thanks again for watching Nexttut education and as always, enjoy.
ENROLL NOW and I will see you in the 1st lecture.