
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.
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.
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.
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 latch in Blender by shaping the back, extruding, beveling, boolean operations, and knife cuts, while refining vertices, normals, and symmetry.
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 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.
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.
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 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.
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.
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.
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