
Learn the end-to-end gramophone creation workflow in Blender and Substance Painter, from modeling and texturing to lighting, rendering, and a portfolio render.
Create a gramophone in Blender and Substance Painter by building the base from front and side orthographic reference images using extrusion, edge loops, and bevels.
Detail the gramophone base by building pillars with cylinders, extruding and beveling edges, and duplicating with a mirror modifier, while adjusting origin, clipping, and shading with weighted/hardened normals.
Model the gramophone horn in Blender by extruding, beveling, and adding subdivision and solidify modifiers, matching a reference image with precise edge work and x-ray visibility.
Add detail to the gramophone by extruding, beveling, snapping vertices to the reference with edge loops, a mirror modifier, and spin-based handles for smooth shading.
Finish the gramophone asset by completing the blender model and adding a vinyl cd, using reference images, edge loops, bevels, solidify modifiers, and hardened normals.
Duplicate the project, apply all modifiers, unwrap the uvs, and export to substance painter as an fbx for baking mesh maps and texturing.
Fix the gramophone model in Substance Painter by manually unwrapping, adding seams, and using two texture sets; bake clean mesh maps to prevent artifacts and prepare for wood material texturing.
Texture the gramophone wood in Substance Painter by layering American cherry and walnut, masking to the wood, and adding dust, color variation, edge damage, scratches, and roughness variation.
Create an iron gramophone material by layering a base metal, applying a matte finish, adding dust and edge highlights, and applying tone mapping, triplanar mapping, and color profile.
Master texturing a gramophone by painting and masking to reveal or hide dust, applying bronze and gold materials, and stamping ornamental alphas for detailed decoration.
Texture the gramophone in Blender and Substance Painter by adding height information with masks, stamping precise gold plating on UV islands.
Finish the gramophone texturing with Substance Painter using height information, alpha stamps, and symmetry to add vinyl scratches and a sticker, then export textures for Blender’s principled shader.
Learn to set up a blender render scene for a gramophone, with cycles lighting, HDR environment textures, camera framing, and multiple renders, plus post-process tips in Photoshop to sharpen images.
Hello everyone and welcome to this new course. In this course, we will go over the entire process of Creating a Gramophone using Blender and Substance Painter.
What you will get:
· 14 FHD videos with over 4+ hours of content
· All the resources files required to complete the course including the Models, Substance Painter Files, Textures, Alphas etc
We will go over the complete pipeline of creating a high-quality realistic prop, starting with modelling the prop in blender, texturing in Substance Painter and finally lighting and rendering a portfolio piece in blender.
This course will help you improve your 3D prop modelling and texturing skills massively as we go through each step together and learn many different techniques. After finishing the course, you would easily be able to create the renders shown in the trailer and create high quality props of your own.
This course has over 4+ hours of content! (All the videos have audio commentary)
We will go over every step in this course together and nothing will be skipped. The course does not have any kind of time-lapse so that you can follow every step easily.
We will start by modelling the prop in Blender, and learn various modelling techniques and also learn a lot about different modifiers. After finishing the modelling, we will apply all the modifiers and UV unwrap our model for export.
We will import our model into Substance Painter to start with the texturing process; we will start by baking the mesh maps for our model. We will learn to create high quality and realistic materials and the key features of Substance Painter like Smart Masks, generators, smart materials etc.
After modelling and texturing our main model, we will also model and texture a Vinyl-CD to enhance our renders and give them a bit more detail.
At last, we will take our models back to Blender and render them. We will set up the material, lighting, and the camera and learn how to use HDRIs to light our scenes. We will finish the course by taking a portfolio ready render and a little bit of Photoshop editing.
This course is for everyone who has a basic understanding of Blender and Substance Painter and wants to upgrade their skills.