
Begin a professional dagger asset workflow in Blender and Substance Painter. Build high-poly and low-poly dagger models, bake assets, fix baking issues, and create texture maps for portfolio-ready visuals.
Identify dagger references from Google images and ArtStation, then install and configure Blender plugins and a custom key map to streamline reference use and workflow.
Begin knife grip modeling by establishing a base scale from the centerpiece, then build with a cube, add loops, insets, and bevels to shape the grip and blade fit.
Master Blender techniques to craft a dagger grip, from cube scaffolding to bevels, edge loops, symmetry, and tapering for a realistic dagger handle.
Practice beveling and shaping the knife grip in blender, fix back-face issues, apply transforms, merge by distance, and bridge and smooth geometry to build a realistic dagger asset.
Create a blade and handle block-out in blender, refine proportions with extrude and scale from top view, align edges, and set up high-poly to low-poly baking with multiresolution.
Learn to align knife grip pieces using pivot and symmetry, adjust rotations in global and local axes, separate selections, apply mirroring, and subdivide for final detailing.
Transform the knife grip by inserting supporting loops, refining edges with bevels, and using multi resolution subdivide to achieve a high-poly, smoothly contoured grip while maintaining flat sections.
Build a high-poly grip for the knife using edge loops, bevels, and welds. Adjust thickness and centerpieces, then refine topology with subdivision and welding.
Create the knife grip in Blender by merging corners, adding cuts and contours, and refining bevels and extrusions for clean topology and realism.
Develop a blade from a block by shaping with a center line, cuts, and bevels, using symmetry and smoothing to achieve a tapered, flat blade.
Refine the dagger blade in blender by merging pieces, sharpening tips, and building guiding loops to achieve a sharp, flowing contour while transitioning from high poly to low poly.
Refine a dagger blade in blender by placing cuts and loops, adjusting edges and faces, and fixing geometry with merge by distance and multiresolution to achieve a high poly look.
Finish crafting the dagger blade and its scabbard in Blender by refining topology, applying boolean operations, adding cuts, and preparing for subdivision and detailing.
Create a detailed dagger scabbard in blender for realistic game assets, focusing on topology, extrusion, inset, beveling, and splitting into separate objects.
Create a realistic dagger scabbard in Blender by using a smart loop, extruding along local normals, resetting transforms, adjusting edges, and applying multi-resolution subdivision for smooth results.
Create the scabbard by placing cut lines along edges and using symmetry to align parts. Apply multi-resolution subdivision and topology edits—deleting faces, setting merge limits, and using mirror/pivot for alignment.
In this Blender workflow, thicken and sharpen the dagger blade, refine the overall shape with vertex scaling, and split into high- and low-poly versions for clean bake-ready topology.
Turn the dagger into a low-poly model by simplifying geometry, merging edges at center, and preserving key silhouette lines with targeted belt edits for a clean, optimized asset.
Turn the dagger into a low-poly model by simplifying geometry, merging vertices with distance, cleaning edges, and preparing for unwrap and baking.
Learn UV unwrapping a dagger in Blender: set up seams, mark seams, unwrap in stages, fix geometry, and optimize texture packing for clean 2D maps.
Learn practical UV unwrapping of a dagger in Blender, part 2, placing seams, merging vertices, and packing islands for efficient texture maps across low-poly and high-poly versions.
Learn to bake normal maps from high-poly to low-poly dagger meshes in Blender, using a cage, proper bake settings, and iterative fixes to achieve realistic game assets.
Explore baking realistic dagger textures in Blender, refining geometry, optimizing a low-poly bake against a high-poly reference, adjusting cage and resolution from 1K to 8K in UV editing.
Bake normals from high to low poly for a clean dagger bake. Prepare a PBR workflow in Substance Painter with base color, normal, roughness, and metallic maps.
Explore realistic dagger textures in Blender using fill layers, masks, and height-based indentation, plus text projection and procedural textures to craft worn metal detailing.
Continue creating our texture part 2 by refining the hype map with circles and noise, then establish base materials like brushed metal, using smart materials and masks.
Create realistic dagger textures by detailing top and bottom faces, applying black masks, and building plastic and metallic materials; export as tga and preview in marmoset.
In Blender, learn to create realistic dagger textures using masking, dirt occlusion, anchor points, and height maps, then export and stage with controlled lighting.
Tune camera and render parameters in Blender, from sharpening and bloom to exposure, contrast, and saturation, then develop texture detail with dirt, occlusion, roughness, masking, and painting.
Create realistic dagger textures by adding dirt, edge normals, and subtle scratches with smart masks, then set up first render with GI, reflections, lighting tweaks, and a final high-resolution capture.
Create a new scene with a black background, adjust reflections, and refine dagger lighting. Tweak textures in substance, enable ambient occlusion, and fine-tune GI and bloom for the render.
Polish a dagger asset by adjusting Blender materials and lighting, bake to low-poly in Marmoset, texture in Substance Paint, and render final images in Photoshop.
Instructor Info
Emiel Sleegers always had love for video games and when he was young, he started using Unity3D for programming but he found himself gravitating more towards the art of making games. Now he is currently working as an environment artist in Ubisoft. He contributed to creating AAA games such as Forza Horizon 3 and The Division 2. His all time favorite game is The Last of Us and that video game is what inspired him to want to work in the game industry. His advice for beginner artists is to focus on one aspect of gaming that they are passionate about, stick to it and get better at it. His hobbies include anything related to games or films, whether it be working on personal projects, freelance work or going out for movies.
Course Info
The purpose of this course is to show you how professional game props are created in AAA game studios.
We will go over in-depth on how to create a high poly and low poly asset inside Blender. We will then create the uv’s of our low poly dagger and make everything as optimal as possible so that we can go into marmoset toolbag where we will be creating texture maps for our asset. We will go through the process of baking our asset and I will show you how to fix any baking issues that might occur so you will know how to solve problems for your own future projects. After we create a wonderful clean bake, we will take our maps into substance painter where we will be creating our final texture. We will cover multiple things inside substance like creating normal map details, creating base materials and revolutionary techniques to add amazing details quickly and accurately. Once we are happy with our texture, I will show you how to create impressive image renders that you can use for your own work that can be represented in your portfolio.
Lots of people want to be successful in game asset creation but they are not willing to invest in education and make sacrifices in order to do what is necessary to hit their goals. Don’t let this be you. I know you will enjoy this course and you will learn a lot from it. Come and join me at Victory3D.