
Explore Blender 2.8 and Substance Painter to model game assets, covering sculpting, UV unwrapping, baking, texturing, and rendering turntable, with a bonus export lesson for Marmoset Toolbag and portfolio uploads.
Install Pure Ref, load the course reference images, and navigate with right-click, middle mouse, and the rightmost button to pan and zoom, using it on a second screen while modeling.
Enable key blender addons and prepare the scene by deleting the default light, camera, and timeline, then adjust preferences to enable look tools for game asset modeling.
Set up and align reference images in Blender 2.8 by placing front-facing images, adjusting rotation and transparency, and locking them from selection in the outliner to streamline 3D asset modeling.
model the bow in blender 2.8 by editing in wireframe, extruding along the x axis, constraining to x, and refining with a subdivision surface modifier, clipping, and shade smooth.
Create a center empty for the mirror axis and model the bow in object mode. Use edge loops, bevel edges, and apply the subsurf modifier, mirroring with the center empty.
Model a bow in Blender using edit mode, extrude and align vertices, and create faces. Apply subdivision surface and mirror modifiers, adjust topology for sharp creases and smooth curves.
Learn to model a bow in Blender 2.8 by extruding, aligning vertices, and refining edge loops with subdivision surface, crease, and correct normals for a game asset.
In edit mode, adjust vertices, extrude faces, and align the bow while applying mirror and subdivision surface modifiers with clipping, recalculate normals, and set the median point.
During the bow modeling chapter, apply extrusion, vertex adjustment, and subdivision surface to shape a detailed bow, then add thickness with solidify and prep for game assets in Blender 2.8.
Model a metallic bow piece in Blender by editing mesh, applying subdivision surface modifier, using the knife tool to cut through edges, and extruding for thickness for game-ready asset.
Learn to model cloth pieces for a bow using mirror modifiers, edge loop duplication, extrude and convert-to-face techniques, and careful scaling to create seamless game asset geometry.
Model cloth parts using a plane, extrude and rotate in edit mode, apply solidify and subdivision surface modifiers, adjust creases and thickness, and copy or mirror modifiers across objects.
Reproduce the cloth-part workflow in the bow modelling process using modifiers, including the mirror and solidify steps. Adjust clipping and normals, and fix flipped normals with shift recalculation.
Model the bow box in wireframe from a 12-vertex circle centered at the origin, extruding faces. Use snapping and the mirror modifier to duplicate and align the sides for baking.
Apply a bark displacement texture with the displacement modifier before the mirror, adjust strength to a value, subdivide for detail, and use UV coordinates with project to refine the model.
Copy the object into a low poly collection and a high body collection, apply modifiers, disable symmetry, and use dynamic topology with the draw brush to add damage.
Lower the high-poly model to a low-poly version around 20,000 triangles. Bake the details into textures with substance painter to transfer them from high-poly to low-poly while preserving the silhouette.
Apply all modifiers to each object, unwrap seams, and save backup copies; use subsurf, mirror, and solidify selectively to control subdivision and seam transfer for a low-poly model.
Unwraps UVs by selecting sharp edges, marking seams, and using unwrap to prevent texture stretching, then checks for overlaps and adjusts seams for clean UVs.
Continue uv unwrapping by adding seams along edges and hiding seams in visible areas to minimize stretching. Mark seams, mirror duplicates, and inspect with local view for clean texture mapping.
Learn to prepare a Blender model for texture baking by marking seams, applying modifiers, unwrapping UVs, adjusting margins, and exporting selected objects to Substance Painter as SBX.
Set up a new substance painter project, import the low-poly mesh, and bake 2K textures from high-poly model to transfer details and fix artifacts by adjusting bake distance in Blender.
In Blender, separate high and low poly pieces into an exploded model, export sbx, and bake textures in Substance Painter using mesh maps for game assets.
Create bark textures in Blender 2.8 and Substance Painter by building layered materials, applying color changes, masks, and curvature- and ambient occlusion–driven dirt with generators, baking maps.
Learn to create a blue metal material by layering grayscale bases, adjusting roughness with nonuniform color, adding dirt and grime, and using masks, curvature, and luminosity to control details.
Learn to download free stylized leather materials from Substance Share, import them into Substance Painter, and use layers and curvature masks with clouds to customize textures.
Add edge wear and damage in substance painter by placing a full layer on top to override height data, then adjust generator, world level, and curvature for baked textures.
Fix texture baking issues in Blender and Substance Painter, bake maps from high to low poly, create a smart material, and export textures with PBR templates for Unreal Engine.
Render your model in Substance Painter with a CPU-based Iray engine, adjust ground, shadows, exposure, camera settings, depth of field, and apply glare, vignette, color tweaks.
Import assets into Blender and set up principled materials from Substance Painter exports, convert normal maps for OpenGL and DirectX, then adjust roughness, metallic, and HDRI lighting.
Model and place feathers in Blender, extrude, scale, and rotate, then apply a feather texture with alpha transparency and preview in Eevee.
Learn post processing in Blender using cycles rendering, camera-based rendering, compositor nodes, and color management to enhance renders with exposure, contrast, vignette, and dust overlays.
Learn to render a Blender turntable animation using Eevee, with smooth shading and materials, animated camera rotation via linear graph interpolation, and appropriate output settings for final video.
Learn to render in Marmoset Toolbag by importing assets, applying PBR materials with normal and roughness maps, adjusting lighting and sky, and exporting images or video with a turntable.
Export to Unreal Engine, join into a single object, and apply mirror. Import and set up materials using base color, normal maps, and a single packed occlusion/roughness/metallic texture.
Welcome to the Blender 2.8 and Substance painter - 3D modeling game assets
In this course you will learn about useful addons in blender 2.8 . you will also learn how to properly make 3d models with good topology . and sculpt the details on the high poly models , then we will optimize a version of the model to make it game ready . then we will unwrap it and bake the textures with a method that will avoid most baking issues that occur to most people . we will also texture our model in substance painter and then export the textures to work with unreal engine , unity , and blender . we will also learn how to render a turntable in both blender and marmoset toolbag . the section with marmoset toolbag is a bonus so if you don't own that software you can still follow the whole course without any issues .
In this course you will learn :
High poly modelling in Blender 2.8
Making the model game ready and low poly
Uv unwrapping our model
Baking and texturing in Substance painter
Importing the model into unreal engine
Rendering a turntable in Blender 2.8
Rendering a turntable in Marmoset toolbag
exporting a 3d viewer that you can upload to your portfolio from Marmoset toolbag
Enroll now and start making your game assets .