
Explore how to create Thor's Stormbreaker in Blender from start to finish, following a complete workflow presented in the course.
Set units to centimeters, import a reference image, and align it to the front view. Build the stormbreaker with a cube, wireframe view, and mirrored, vertex-level adjustments.
Learn Blender modeling to create the first side of Stormbreaker using edit mode operations, extruding faces along normals, carving with cut and line tools, filling, and mirroring for symmetry.
In Blender, model the first side of Stormbreaker by extruding and shaping faces, editing vertices and edges, performing booleans with a cylinder, and mirroring the result for symmetry.
Learn to model Thor's stormbreaker in Blender by starting from a circle, extruding and insetting faces, cutting with the knife tool, and using mirror and solidify modifiers for a build.
Finish the ax head in Blender by cutting and shaping with edges, using mirror and solidify modifiers, and refining vertices to achieve a clean stormbreaker head.
Add a bevel to the axe pieces and apply it to related parts for Stormbreaker’s edge. Refine the geometry by adjusting normals and correcting overlaps for smooth shading.
Learn to create the Stormbreaker handle in Blender by shaping bezier curves, extruding cylindrical sections, and setting a 1.5 cm thickness with precise rotate, move, and scale edits.
Prepare the stormbreaker handle by capping holes, adjusting edges, and rounding the shape. Unwrap the handle with UV mapping, set texture coordinates, and apply consistent materials while checking for overlaps.
Learn to unwrap the ax piece in blender by isolating geometry, deleting nonvisible faces, applying modifiers, and placing seams for clean unwrap, then review materials.
Unwrap the ax piece in Blender, isolate visible faces, delete extraneous ones, apply bevel and normals fixes, set seams, and assign materials for each piece.
Learn to color individual pieces of a Blender model with vertex paint, assign unique materials to each piece, and prepare and export the project as sbx for Substance Painter.
Start with Substance Painter to bake maps for a model, using vertex color, texture sets, and layered materials to control roughness, metallic, height, and dirt.
Add and refine ax materials in Blender, duplicating black metal, applying white and red, using masks to adjust dirt and height, and adding text, logos, and a wood handle texture.
Complete the handle by applying wood textures, adjusting height and roughness, and adding dirt with Substance Painter; export textures at 4k (omit height/normal maps) to Blender.
Import textures from Substance Painter into Blender and apply them to the model. Configure materials with base color, metallic, normal, roughness, and height maps using non-color data for accurate results.
Prepare the Stormbreaker scene for Eevee by placing a ground plane, aligning parts with the 3D cursor as pivot, and texturing roughness with a black-and-white map.
Switch to Cycles renderer in Blender to render scenes with correct lighting, manage noise with sampling, and use depth of field to focus on text, for high quality final renders.
Learn blender basics for beginners, including the interface, modeling, materials, and lighting, with free videos and premium courses on Moron Painter.
Hi, this is start to finish course about how to create SrormBreaker with Blender 2.9 and Substance Painter.
I'm Marwan Hussein and I will be your instructor in this journey,
I will break down the course into these topics
* Modeling
* Unwrapping
* Texturing
* Rendering
_ Modeling In the modeling section, we will learn how to use Blender 2.9 modeling tools and we will activate some of the Add-ons that will help us to make the modeling process faster like Carver tool and Bool tool.
We will set our reference image to help us to make the modeling a bit easier because we will follow the outline of the image.
then after that, we will start modeling the Ax and the handle step by step.
_Unwrapping, in this section we will learn how to use the powerful unwrapping tool that comes default with Blender, and we will use this tool to unwrap the Ax and the Handle step by step
_Texturing, in this part we will learn how to make the project ready to send it to Substance Painter and we will make all the texturing inside Substance Painter step by step, and before that, we will use vertex paint inside Blender 2.9 to help us to generate ID color inside Substance Painter and that thing helps us to give specific material to a specific object.
_Rendering, in this section we will import all the texture that we generate inside Substance Painter and import them back to Blender to apply them on the object ( StormBreaker )
and after that, we will set up the light and apply all the texture and we will take a shot with Eevee and after that, we will switch to Cycles to take another shot.
until this point, the course finished.
I hope the course be helpful for you and I hope you enjoy it. thank you
Marwan Hussein