
Model a hall clock in Blender, texture in Substance Painter, and render with HDR lighting to produce a portfolio-ready piece, while mastering modifiers, unwrap, bake maps, and smart materials.
Create the base shape of a hall clock in Blender and Substance Painter using front and side reference images, then use the mirror modifier, add edge loops, and refine shading.
Detail the hall clock by adding edge loops, using x-ray view for placement, and extruding faces along the normal, then mirror, bevel, and refine scales for a clean, cohesive model.
Using Blender, this lecture adds hall clock details with edge insets, extrusions, and bevels; applies auto smooth and a mirror modifier, and plans a glass panel.
Create wood designs for the hall clock in Blender by tracing a reference image, extruding shapes, and refining with mirror and skin modifiers, along with proper origin and clipping.
Create the remaining wood side designs for the hall clock in blender using extrusion, mirror modifiers, and knife cuts, then finish with solidify and bevel shading.
Model the clock’s inside piece in Blender using reference images, shaping hands with extrusion and knife cuts and symmetry. Prepare geometry for texturing in Substance Painter with modifiers and unwrap.
Organize the Blender project, duplicate the clock, apply modifiers, unwrap with smart uv project, bake 4k mesh maps, and export to sbx for texturing in Substance Painter.
Texture a hall clock wood material in substance painter using layered masks, base color, dust, color variation, edge details, scratches, and roughness variation with triplanar projection.
Set up a glass material with an opacity channel in Substance Painter, rebake mesh maps for transparency, and texture iron and gold components with smart materials.
Texture a hall clock in substance painter using base and variation colors, clouds, dust, and number alphas. Adjust tiling, balance, and roughness, then bake maps for a Blender-ready material.
Learn to texture a hall clock glass in Substance Painter, refine edge and mask details, and export textures for Blender using the principled BSDF with Node Wrangler in Cycles.
Set up hdrI lighting and an area light in Blender to illuminate the hall clock; render with a transparent background, and refine glass textures in Substance Painter in Photoshop.
Hello everyone and welcome to this new course. In this course, we will go over the entire process of Creating a Hall Clock using Blender and Substance Painter.
What you will get:
· 12 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 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.
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.