
Learn to add references and model a first aid kit in Blender using box modeling, bevels, boolean operations, and transform applications to create accurate geometry.
Bevel and inset to shape the white part in Blender, then apply scale for accuracy. Use the boolean tool to cut gaps, join objects, and align with the reference.
In Blender, enable x and y auto mirror, join vertices to fix faces, remove hidden ones, then use knife and boolean modifiers to clean topology, apply modifiers, and shade smooth.
Apply modifiers, mark sharp edges, unwrap UV islands with conformal mapping, and bake bevel normals in Blender using a shader editor, image textures, and Cycles on GPU for game-ready art.
Create a color mask in Blender by adding an image texture, painting material values, and using a color ramp with an alpha map to separate metals, plastics, and paints.
Paint alphas and panel lines in a texture workflow, converting the normal map to a bump map, creating alpha textures, and painting with falloff and mirroring for precise edges.
Learn to create emission textures and bake normals in Blender using cycles, with texture painting, color management, and optimization steps for game art.
Learn to create a roughness map by merging vertices, applying color masks and ramps, and layering surface and perfection maps to refine roughness.
Explore creating edgewear in Blender by using the occlusion node and distance controls, driving edge details with texture maps, color ramps, and mix nodes to blend with the base color.
Organize your Blender scene by tidying notes for base color, roughness, metallic, normal, and emission, deleting unused entries, and connect maps to the principal node for texturing.
Create a floor by modeling a plane, applying a floor material with alpha and roughness textures, using bump maps and color ramps to blend imperfections, then adjust lighting.
Set up real-time lighting and rendering in Blender with an EV render engine and HDR environment, then tune the camera and bake roughness and color maps for game engine use.
Bake ambient occlusion, emission, normal, metalness, roughness, and base color maps in cycles to generate game-ready textures and test them in a game engine.
Combine selected objects, export the mesh, import into Unreal Engine, create a material with base color, metallic roughness, normal, and ambient occlusion, flip normals, and adjust emissive.
Export Blender meshes to Godot by exporting selected objects and preparing textures and maps. Import textures, set materials with normal, roughness, occlusion, and emission, and add lights for scene lighting.
Export selected Blender assets to Unity, organize under a Game Exports collection, and import textures, mesh, and materials with Autodesk Interactive shader; then light, post-process, and adjust emission color.
Learn to bake lighting in Blender with cycles, generate 2048 texture maps, and craft Sketchfab previews using image notes, alpha masks, and transparency for a polished 3d portfolio render.
Learn to prepare and export a combined object from Blender, apply textures and lighting, and upload to Sketchfab with post-processing tweaks for a polished game art render.
Organize references into a collection, align them, then build the grenade bottom with a high-poly cylinder, bevel edges, add a loop cut, and enable auto mirror with edge snapping.
Model the grenade body in Blender using mirror modifiers, extrusion, loop cuts, and image references to sculpt a detailed silhouette and armor details.
Edit the armor of a grenade in blender by copying faces, applying boolean operations, extruding, and beveling to create two base parts with precise detailing.
Learn to model the head silhouette in Blender from a cube, applying transforms, beveling edges, using the knife tool with 45-degree constraints, filling holes, applying booleans, and mirroring the mesh.
Master grenade head modeling in Blender by constructing from cubes, applying mirrors, booleans, bevels, and beveling techniques, then refining with shading and wireframe references.
Model the grenade latch in Blender by shaping the back, extruding, beveling, boolean operations, and knife cuts, while refining vertices, normals, and symmetry.
Learn to model the grenade end in Blender by creating a 16-sided cylinder, beveling edges, and converting a curve to a mesh with bevel depth for smooth shading.
Perform mesh cleanup in Blender by reducing vertices, merging edges, and converting irregular geometry into clean quads and triangles, using focus view, select by trait, and mirror modifiers.
Learn to clean up a grenade model in Blender by deleting hidden faces, merging vertices by distance, and refining topology with auto mirror, knife cut, and poke faces.
Learn to unwrap a grenade in Blender using seams, sharp edges, and conformal unwrap, preview with UV grid textures, and optimize UV islands with the UV squared add-on.
Check uvs and apply transforms; bake a bevel map with a normal map, test in cycles, adjust width and samples, and optimize uv islands by scaling and packing for painting.
Learn to create alpha maps and bump maps in Blender by painting rivets, panel lines, and accents with mirrored strokes, falloff control, and texture painting, for realistic game art.
Learn to create and refine color masks in Blender by painting texture maps, applying decals and stencils, and using symmetry and color management to produce accurate base colors.
Learn to set up base color and metal textures in Blender by building color gradients, adjusting padding, baking base color and metalness/roughness maps, and applying emission for final shading.
Create emission effects in Blender by painting an image texture, applying a blue color, and enabling bloom in Eevee. Explore texture painting, stencil and alpha techniques, UV unwrap, and shaders.
Create and refine a roughness map in Blender using a color mask, adjust low and high roughness, and layer surface imperfections for a varied, painterly finish.
Create an edgewear map by layering base color with edgewear textures, scratches, and image notes, then adjust color, scale, and roughness using node-based blending for a cohesive game-ready edgewear effect.
Explore scene setup and lighting in Blender for game art, building a floor, applying roughness textures, lighting with HDRI and lights, and preparing for a render.
Bake edge wear, color, roughness, normal, and ambient occlusion maps in Blender using cycles; then compose occlusion with panel lines for game engine-ready textures.
Export the grenade and related models from Blender to Unreal Engine, import color, normal, metalness, emission, and roughness maps, and build a material with emissive and opacity settings.
Export your Blender mesh to Godot by joining objects, exporting the selected geometry, then import textures (albedo, metallic, roughness, normal, emission) and lighting.
Export Blender objects as FBX and import the mesh into Unity by dragging it. Create grenade materials with an Autodesk shader and map albedo, metalness, occlusion, normal, roughness, emission.
Join objects to form a balanced composition, apply painterly opacity, unwrap, and bake lighting with alpha textures to prepare for Sketchfab.
Export and upload your Blender project to Sketchfab, assign materials and textures, adjust lighting and post-processing to showcase baked lighting and polished game art.
Learn how to set up blender workspaces and editors, including the 3d viewport, outliner, and properties panel, for modeling. Navigate shortcuts and views; manage visibility and collections; preview renders.
Master selection and transform workflows in Blender, from left click and box or circle selects to multi-select, invert, joining objects, and moves with g, r, s, snapping, and axis alignment.
Master edit mode basics in Blender by selecting vertices, edges, and faces, and using loops with alt-left-click. Apply fill, dissolve, join, and UV mapping basics for clean geometry.
Master Blender edit mode tools for game art, from extrude and inset to bevel, loop cuts, and knife cuts, with axis snapping, constraints, and slide/shrink techniques.
Master blender modifiers such as boolean and mirror, plus auto boolean and auto mirror with the bull tool add-on for real-time cuts. Also manage origin, 3d cursor, and snapping.
Clean up game meshes in Blender by converting ngons to quads, joining edges with J, sliding vertices with G, and merging by distance with auto merge to remove duplicates.
Install and enable the sub squares addon, apply scale, and set a UV grid texture on a new material. Unwrap, mark seams, and pack islands with padding for clean textures.
Explore creating PBR textures in Blender using base color, metallic, roughness, emission, alpha, normal maps, and ambient occlusion, plus color maps, image nodes, and transparency masks.
Explore common shader nodes in blender, including image texture, mapping, tiling, and color ramp. Paint textures, bake normals and ambient occlusion, and blend with masks for game-ready art.
Create a color mask in Blender using an image texture, color map, and color ramp to drive base color for multiple materials via grayscale values.
Learn to create and bake normal maps in Blender using UV packing, padding, and a two-pass cycles workflow for crisp bevels.
Learn to create and bake metalness maps in Blender using grayscale masks, color map nodes, and Cycles baking, enabling precise metal and non-metal assignments across a mesh.
Learn to create edge wear in Blender using surface imperfection maps to lighten the base color and tweak roughness, bake in Cycles, and overlay or subtract from maps.
Bake a base ambient occlusion map in cycles for the mesh to capture crevice shadows, then blend with alpha lines for a richer result.
Master painting a texture map from scratch, using a color mask to drive base color with node setups, then bake and blend the final color in cycles.
Explore how to create and bake roughness variations by mixing a color mask with surface imperfection maps, like water stains and scratches, then bake with emission.
Create emission maps in Blender by painting on the object or on a transparent plane, using emission textures, color maps, and alpha blend for glow and transparency.
In Blender, learn basic lighting by placing a plane and a cube, adding environment textures, and using point, sunlight, spotlight, and area lights with color and intensity.
Introduction
Want to create game ready art for your portfolio and game engine with only blender? This course goes over the process of creating PBR game ready assets to showcase in blender or to export to your favorite game engine of choice such as Unreal, Unity, Godot & Sketchfab. I made this course as an answer for aspiring creators to start strong in their creative careers without having to pay for huge software subscription and just focusing on using the free and open source 3D software Blender!
Sections
Beginners - Create our Game Ready First Aid Kit
Advanced - Creating our game ready Sci-fi Grenade
An Overview of important tools and workflows in making these Assets
Project Files of Section 1 & 2 included in the first video of each section
What you will learn :
Modeling tools and techniques for game models
Game asset optimizations and UV Unwrapping
PBR Materials and Texturing
Baking Important PBR Maps for Game Engines
Lighting and Presentation in Blender
Exporting your assets to Unity, Unreal and Godot
Presenting models in Sketchfab
Finishing 2 projects from scratch!
Who is Course for?
Beginner users who want to create unique game props from scratch!
More intermediate users who are struggling with the game art workflow in Blender