
Explore all stages of creating a helmet, model it in Blender and texture it in Substance Painter, guided by the Goblin Slayer helmet project.
Model a helmet in Blender by using a reference grid, setting up a plane, applying the mirror modifier, extruding and filling geometry, and refining with loop cuts and proportional editing.
Advance helmet modeling in Blender by refining topology with loop cuts, merge at center, and proportional editing. Fix normals and extrude details to adjust geometry for a clean, accurate mesh.
Learn to model a helmet in blender by blocking a plane, mirroring with clipping, extruding faces, adding subdivision, and sharpening edges with crease and vertex edits.
Model the helmet in Blender by applying mirror, loop cuts, extrudes, and proportional editing to refine geometry for subdivision surfaces.
Continue building the helmet in blender by extruding, scaling, and placing vertices. Subdivide for smooth topology, fill holes, and use proportional editing with ctrl-b bevels to sharpen the form.
Model a helmet in blender using mirror with clipping, add geometry with loop cuts, extrude and fill, merge vertices, close holes, and refine topology with proportional editing and modifier order.
Create a curve path with a circle curve, rotate on the y axis by 90, add hair, then scale and place it using Altus to form the helmet.
Master blender workflows by applying modifiers, preparing sculpted shapes, performing UV editing, unwrapping, creating and packing a texture atlas, and exporting to substance painter for helmet texturing.
Delete the image on the material, check orientation and normals, fix red normals by selecting all and recalculating outside, then export via file export FBX to the folder.
Texture your helmet in Substance Painter by creating a new product, selecting the bike model, baking textures, and adjusting base color, metallic, roughness, balance, and scale.
Export textures to a textures folder, set blender presets for pbr metal rock, configure directx to OpenGL for normal map visualization, and press ctrl+shift+t to apply to all parts.
Create the helmet details by adding an eye-shaped sphere, adjusting scale and shading, applying a new material, coloring parts red and darker, then place a black cube inside the helmet.
We will start with modelling the Helmet 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 learn different techniques for creating objects and curves. You will also learn how to work with curves in creating hair. During modeling, you will learn various mesh manipulation techniques
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 textures for our models. 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 . We will setup the material.
This course is for everyone who has a basic understanding of Blender and Substance Painter and wants to upgrade their skillset.