
Follow along as we model a stylized grenade in Blender, unwrap, texture with emissive paint in Substance Painter, and render in Cycles.
Install essential Blender add-ons by opening edit preferences and addons, then search for Loop Tools, disable Wrangler, and install Textiles and Jimmy Tools for your Jinx Grenade project.
Begin with a base sphere, view from the side, delete the upper part in edit mode, then create the first part with loop cuts and extrusions, bevel, and smooth shading.
Learn part 2 of modeling Jinx Grenade in Blender by constructing a 32-vertex circle, extruding, beveling edges, isolating and deleting bottom faces, and smoothing the final arches.
Create the third part by forming a circle, moving it up, extruding to shape the bottom mesh, then bevel edges with ctrl-b and apply smoothing.
Model a jinx grenade in blender by creating and arranging six circular parts through cylinders, circle arrays, and precise origin placement, with applied scale and rotation and edit mode adjustments.
Model the Jinx grenade top in Blender by creating a cylinder, extruding, rotating 11 degrees, using a y-axis mirror and merge by distance, then shade smooth for a clean finish.
Build the jinx grenade in Blender from a backside cube, extruding and rotating faces, using proportional editing and loop cuts for smooth bubbles and rounded forms, then create the mask.
Model the grenade bell in Blender using edge loops, circles, and extrudes; apply a mirror with clipping, refine topology with knife and fills, and add bevel and thickness.
Model a jinx grenade in Blender by extruding and beveling shapes, filling holes, joining parts, applying modifiers like mirror, and converting between mesh and curve for depth and resolution control.
Create and optimize UV maps for a Blender project by adding seams, unwrapping, marking sharp edges, checking for texture stretches, and packing islands before exporting.
Export your Blender model to Substance Painter, set up UVs and textures, then bake mesh maps and apply diffusion to finish texturing.
Texture the jinx grenade in Substance Painter by building metallic and roughness layers, applying black masks, adding ambient occlusion and emissive details, and exporting to Blender.
Export textures from Substance Painter to Blender using a blender-friendly PBR template, apply emissive textures, enable Cycles GPU compute, and prepare to render the grenade scene.
Master the render workflow for the Jinx grenade in Blender: set up textures, camera, lighting, emission materials, and output settings to produce soft shadows and a rendered image.
We will start with modelling the Grenade in Blender and we will make use of Poly-modelling and Hard Surface techniques and learn a lot about modifiers such as Solidify, Bevel etc.
You will go through all the stages with me, step by step and will be able to master various tools and techniques of polygon modeling. Each stage of modeling is in a separate lecture to make it easier to navigate the course
Then after that we will export our model to Substance Painter and start by baking mesh maps for our model, after that we will start to texture our model. We will learn how to create stylized textures for our models. You will also learn to add new channels to textures such as emission. and you can manually draw your own texture. And then correctly connect it in a blender. In order to then use this knowledge on your own models.
After we finish with texturing in Substance Painter we will take our model back to Blender and render it. We will setup the material, lighting and the camera. I will be rendering the scene using Cycles.
This course is for everyone who has a basic understanding of Blender and Substance Painter and wants to upgrade their skillset.