
Explore blender workflows for a sci-fi game asset, including low and high poly block-outs, uv mapping, baking in Marmoset, and painting in Substance Painter, with portfolio-ready renders and turntable outputs.
Emiel Sleegers shows using a single sci-fi reference image for a low-poly block-out and explains installing plugins and key maps to switch between Blender, 3ds Max, and Maya.
Create a Blender blackout blockout to establish scale and major proportions using a 1.8-meter character reference, then apply efficient workflows like extruding along normals and loop cuts.
Continue the blockout from bottom to top, add edges, bevels, and extrude along normals, then clean up topology by merging vertices for a clear, workshop-ready blockout.
Emiel Sleegers guides a Blender blockout for a sci-fi game asset, detailing cylinder placement, pipes, pivots, and preparing for high-poly to low-poly workflow.
Create a final high-poly asset from a block-out, bevel corners for smoothness, and bake to a low-poly with normal maps using a multiresolution workflow.
Develop a final high-poly sci-fi asset in blender using array modifiers, precise transforms, and iterative extrusion, insertion, and edge-loop techniques, refined with multi-resolution and boolean merging.
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.
Develop final high-poly sci-fi assets by building and refining a glass-cylinder screen module, adjusting edges, scales, and paneling, and merging components with precision modifiers and pivots.
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.
Create a final high-poly sci-fi asset by modeling a center console with precise cuts and bevels, extruding faces, adding bolts and glass panels, and refining topology.
Create a final high-poly sci-fi asset in Blender by refining loops, adding bevels and insets, and building a panelized screen system with clean topology.
Emiel Sleegers guides building the final high poly side pieces in Blender, using extrude, insets, bevels, and edge loops. He removes unused faces and prepares topology for Substance Painter.
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.
Continue refining our final high poly asset by adding edge loops, cuts, and bevels, shaping a cylinder with bevel modifier, and preparing a detailed internal mechanism for the container.
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.
Master high poly asset creation by modeling a detailed nozzle, refining geometry with cuts, insets, and mirrors, and routing cables with spline curves and cylinders for a cohesive final render.
Create a final high poly cable connector by modeling a 12-sided cylinder, insetting, and using multi-resolution subdivision, then convert to a mesh and arrange backups before unwrap and bake.
Transform a high-poly block-out into a clean low-poly model in Blender by organizing parts into collections, removing unnecessary loops, isolating components, setting flat shade, and preparing for UVs.
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.
Refine the final low poly model by cleaning geometry, removing extra lines, and ensuring correct face orientation for game engine import; prepare for UV unwrapping in the next chapter.
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.
Continuing the final UV unwrap work, the instructor refines seams and cuts large pieces, uses mock seams, edges, and vertex manipulation to unfold complex geometry for clean textures.
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.
Master the final UV unwrap by arranging, rotating, and scaling various front, back, and side pieces to maximize space, then prepare the model for Marmoset and begin the baking process.
Begin a test bake by duplicating the model and using one smoothing group to preview normals in Marmoset while preparing high and low poly for export.
Demonstrate baking an asset in Blender by cleaning geometry, adding edges, connecting vertices, and fixing warping to ensure clean triangulation and crisp smoothing at bake time.
Set up a substance painter scene, import textures, fix materials, bake normal and height maps, adjust focus mode and painting direction, and preview final textures with lighting.
Add extra normal map details to cylinders by editing geometry, inserting edges, and using mirror and merge by distance to refine the shape.
Learn to create normal map details for a Blender sci-fi asset by baking, importing texture maps, and painting height-driven patterns with symmetry, masks, and alpha brushes.
Add normal map details to Blender sci-fi assets by refining masks and symmetry to create vents and lines, then export your work.
Apply extra normal map details to a sci-fi game mesh by sourcing free texture elements, importing resources, and iteratively placing bolts and vents, adjusting symmetry, and painting colors.
Add emissive light details and refine normal map details for Blender sci-fi game assets in adding normal map details part 4, using masks, art filters, and camera-aligned edge lighting.
Develop base colors, dirt, and steel paint textures for a sci-fi game asset using emissive channels, masking, and smart materials.
Learn to apply discoloration and color variation to base colors in Blender, using duplicate layers, color tweaks, random colors, black masks, and UV-based selections to craft varied sci-fi steel finishes.
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 base colors on sci-fi panel assets, create light color variations, and apply metallic surfaces with selective painting; use symmetry, brushes, and distance-aware previews to enhance detail.
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.
Paint edge damage on a low-resolution sci-fi asset, using layers, normal map scratches, occlusion dirt, and masks to balance wear for game export.
Set up and refine a render scene in blender with sky, three-point lighting, bloom, emissive, occlusion, and shadows to achieve a polished final look.
Learn to create signs on a texture atlas using Photoshop, place and resize them across a single texture sheet, and prepare a Blender sci-fi asset with projection mapping.
Project textures and paint details on a sci-fi game asset in Blender, place signs like no smoking, adjust height and brush settings, and refine with lighting and dirt passes.
Emiel Sleegers guides the final polish of a sci-fi game asset, detailing subtle material tweaks, symmetry, and metal textures, and demonstrates creating professional portfolio screenshots and turntable renders in Marmoset.
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.