
Learn a complete high-poly to low-poly game asset workflow using Blender and Substance Bainter, including modeling, unwrapping, texturing, baking normals, and exporting ready-to-use assets.
Explore Blender 2.8's user interface, from layout to modeling and UV editing, and master the left toolbar tools, keyboard shortcuts, and object, edit, and component selection for game asset modeling.
Learn essential blender keyboard shortcuts to speed up modeling, including g, r, s for move, rotate, scale with axis constraints, and shift-a to add objects.
Create a low poly life ring geometry in Blender, set accurate scale with metric or imperial units, and extrude faces; save the file for the next high poly conversion.
Learn how to turn low-poly geometry into high-poly game assets using subdivision surface modifiers, edge loops, and support loops, with a non-destructive workflow and weighted edge control.
unwrap the low-poly game mesh by marking hard edges, separating faces at 90 degrees, and packing uv islands with consistent orientation and spacing.
Assign a single smoothing group to the low-poly mesh and triangulate, then export the selected object with proper low and high poly naming for accurate normal maps.
Navigate the Substance Painter interface, importing meshes, choosing templates for Unreal Engine or Unity, and using layers, masks, and maps like color, height, normal, and ambient occlusion.
Bake mesh maps from a high-poly to a low-poly workflow in Substance Painter, focusing on the normal map and using projection limits to prevent edge errors.
Explore how to correctly assign plastic and glass materials to high- and low-poly meshes in Blender, using non-destructive modifiers, precise face selection, and consistent material setup.
Texture a game asset in Substance Painter by assigning glass and plastic materials, adjusting color, opacity, roughness, and using masks, grunge maps, and smart masks to add dirt and variation.
Learn to create a text texture in Photoshop with a black background and transparent export, then use it as a black mask in Substance Painter.
Import alpha textures in Substance Painter, apply via black masks, align to the camera, and adjust scale. Use dirt, roughness, and crunch maps for wear with procedural texturing.
Create a front-facing logo and text on your game asset in Substance Painter by using alpha textures, black masks, and symmetry to align shapes and apply wear and tear.
Create a glass material in Substance Painter by adjusting opacity and roughness, applying a grungy scratches map for surface roughness, and layering alpha hand marks for finger impressions.
Explore post-completion texturing with Substance Painter, tweaking colors, sampling from layers, and creating varied textures by adjusting values after finishing your work.
Despite powerful computers and advanced game engines, polygon count of game mesh has an important bearing on the performance of any game and lower the polygon count, better the game performance. Hence game artists with skills like highpoly and lowpoly modeling and baking mesh maps have been in great demand.
This course will help you learn the core concepts behind highpoly and lowpoly game asset workflow using Blender 2.8 and Substance Painter. Together, we'll learn the lowpoly & highpoly game assets creation workflow using Blender and Substance Painter
In Blender 2.8, we'll:
Learn about the blender's user interface and learn commonly used keyboard shortcuts to speed up our workflow
Model low poly game asset using different modeling techniques i.e. inset, extrude, bevel
Model highpoly game mesh and use modifiers to add subdivisions and bevel
Uv-unwrap low poly game mesh and discuss key points in the context of baking normal map
Prepare high & lowpoly meshes before exporting to Substance Painter for baking maps
In Substance Painter we will:
Go over its user interface
Bake mesh maps such as a normal map, AO, roughness etc..
Texture our game asset by building layered effects such as roughness, dirt/dust and surface damage
Texture game asset using a layered approach and a procedural non-destructive workflow
By the end of this course, you'll have skills for game asset creation using lowpoly & highpoly workflow.
You'll be equipped to create game assets using Blender and bake mesh maps and texture them using Substance Painter.
The course is targeted at beginners but artists of all levels interested in revisiting the concepts of lowpoly & highpoly workflow will benefit equally.