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Creating a Nintendo GameBoy in Blender and Substance Painter
Rating: 4.5 out of 5(27 ratings)
133 students

Creating a Nintendo GameBoy in Blender and Substance Painter

Create a Gameboy in Blender 3D and Substance Painter, Learn 3D modelling, 3D texturing in Blender and Substance Painter
Created byAniket Rawat
Last updated 5/2024
English
English [Auto],

What you'll learn

  • Learn to create Highly Realistic Models using Blender and Substance
  • Learn 3D Modelling in Blender
  • Learn to create realistic textures in Substance Painter
  • Learn to create a prop from Start to Finish
  • Learn to use Smart Materials and Masks in Substance Painter
  • Learn to work with Reference Images and use them to create 3D models from 2D images
  • Learn to use HDRIs to light up your Blender Scene
  • Learn Different Modifiers in Blender

Course content

1 section17 lectures5h 31m total length
  • Introduction1:46

    Learn to model, texture, and render a realistic Nintendo Game Boy using Blender and Substance Painter, including baking mesh maps, smart materials, lighting, and portfolio-ready renders.

  • Chapter - 114:47

    Learn to model a Nintendo Game Boy in Blender using reference images for front, right, and top views, apply bevels, auto smooth, and shading, then prepare for Substance Painter detailing.

  • Chapter - 226:54

    Master boolean modifiers in Blender using the bool tool add-on to perform difference, union, and intersection, then refine a Nintendo Game Boy with bevels, shading, and array and mirror modifiers.

  • Chapter - 324:24

    In chapter 3, model a Nintendo GameBoy in blender, align components to the reference, apply bevels and booleans, and fix shading with weighted normals for textures in substance painter.

  • Chapter - 420:36

    Learn to model a Nintendo GameBoy in Blender, adding front and back panels with boolean cutouts, bevels, and shading; detail the dial, USB connector, and chip-like elements with arrays.

  • Chapter - 515:05

    Refine a Nintendo GameBoy model in Blender by rebuilding the dial, applying bevels and boolean cuts, and aligning the left and right sides with reference image guidance.

  • Chapter - 65:55

    Clean up the backside in Blender by deleting extra edge loops, fill faces to form a hollow shape, scale thickness with individual origins, and extrude faces along normals.

  • Chapter - 714:48

    Align the backside reference image in Blender, then model the cartridge slot, panels, and nuts using scale, bevel, boolean, and X-ray view.

  • Chapter - 815:04

    Model a battery case for a Game Boy in blender using x-ray, edge loops, booleans, arrays, and mirror to create precise cutouts for texturing in Substance Painter.

  • Chapter - 97:23

    Add front and bottom cutouts to the Nintendo GameBoy model in Blender using array, bevel, and boolean modifiers, then fix shading with auto smooth and apply scale.

  • Chapter - 1021:09

    Apply and finalize modifiers, unwrap UVs, and export the Nintendo Game Boy model to Substance Painter, then bake mesh maps and begin texturing within a cohesive workflow.

  • Chapter - 1124:25

    Texture a Nintendo Game Boy in Substance Painter by building a plastic base, adding dirt, scratches, height and roughness variation, and creating variants for buttons and screen with smart masks.

  • Chapter - 1210:00

    Texture a Nintendo Game Boy model by adjusting base color, adding roughness variation and fingerprints, applying dirt, and using smart masks for edge wear and chip detailing.

  • Chapter - 1332:43

    Explore texturing a Nintendo Game Boy model in Blender and Substance Painter: import alphas as textures, organize project shelves, and stamp height-based text, stripes, and labels with fill layers.

  • Chapter - 1434:54

    Model the Game Boy cartridge in Blender using reference images, build with cubes and edges, apply bevels, booleans, and modifiers, and prepare for texturing in Substance Painter.

  • Chapter - 1532:38

    Apply modifiers and unwrap the cartridge, export to Substance Painter, and texture two color variants using smart materials, alphas, and projection painting for authentic Game Boy textures.

  • Chapter - 1629:24

    Export textures from Substance Painter to Blender, add stickers via projection paint, and set up with Node Wrangler and the principled BSDF.

Requirements

  • A computer and basic understanding of Blender and Substance Painter
  • Blender (Free)
  • Substance Painter (30 day trial or get the Student License version for Free)

Description

Hello everyone and welcome to this new course. In this course, we will go over the entire process of Creating a Nintendo Game-Boy using Blender and Substance Painter.


What you will get:

· 16 FHD videos with over 5+ 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 5+ 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 Game-Boy Cartridge 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.



Who this course is for:

  • Any type of Blender/Substance user who wants to increase their skill level