
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.
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 the knife grip in Blender by merging corners, adding cuts and contours, and refining bevels and extrusions for clean topology and realism.
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.
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.
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.
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.