
Learn to create a game-ready futuristic crate prop from start to finish, mastering sculpting, topology, UV unwrapping, baking textures, and texturing with Substance Painter and Toolbag.
Learn to set up a custom UI and quick access toolbar, choose and experiment with brushes, and gather references to plan a chunky, rubbery, metallic crate design.
Master common sculpting techniques using the clip brush, masking, and transpose to shape hard-surface details and isolate sections for clean, precise futuristic crate modeling.
Build a white box to establish the crate’s volume, split into subtools, and refine topology with dynamic and poly groups workflows, before advancing to a gray box with panels.
Shape and detail a futuristic crate from a gray box via sculpting, beveling, and paneling. Apply symmetry, cuts, extrusions, and extractions to create functional-looking latches and textures.
Detail a sci-fi crate by refining edges, adding surface grills and paneling, and prioritizing high-poly accuracy and masking instead of manual sculpting for crisp bake-ready textures.
Master kitbashing to quickly detail a futuristic crate, using existing meshes to form new shapes. Learn balancing high-poly detailing with low-poly baking, symmetry, and cleanup for textures and topology.
Merge visible to consolidate all subtools into one mesh, grouping touching pieces as a single element. Export the unified mesh and prepare for read topology in the next video.
Import and organize a high poly mesh into separate poly groups, then retopologize to create a clean low-poly topology for a futuristic crate.
Unwrap a low poly futuristic crate by selecting the model, breaking and splitting UVs, and packing with tools for clean, symmetrical UVs ready for baking and texturing.
Detach elements to create space for outward baking and ensure high-poly and low-poly parts align. Rename parts and assign IDs for easy material assignment in Substance Painter.
Learn to texture a futuristic crate using a base color, color ID maps, masking, and edge wear with generators to create a cohesive, weathered look.
Continue texturing the crate by refining the base, applying carbon fiber, and painting panels with metal and black finishes, while adjusting materials, symmetry, and detailing.
Add color variation and wear to panels, install carbon fiber sides, and bolt details for a futuristic crate, while masking, roughness, emissive tweaks, and a top-down wash unify lighting.
Learn to render a futuristic crate in Marmoset Toolbag, exporting and packing base color, normal, roughness, metallic, and ambient occlusion maps, then apply DirectX and OpenGL workflows.
Instructor Info
Desmond Man is currently an Environment Artist working in AAA console games. What he loves most about his job is that he gets to make cool games with colleagues which he considers more as friends. The project that he had worked on the he is the most proud of was Laser League because he had a lot of creative freedom and support when building the environments. Desmond had always been an artistic person but most of his inspiration began from watching cartoons. He had always loved animation as a child and how people made cartoon animations astounded him. He went to a university to take 3D art and instantly fell in love with it. He knew he wanted to pursue 3D art as a career but wasn't sure which field in the 3D industry he wanted to get into. When he played the video game Last of Us, it had changed his life and he made up his mind that he wanted to be in the game industry. His advice for artists just starting out is to work really hard. He believes the hard work is worth it and having your own art style, art alias, and your own set of skills that only "you" understand is actually really cool.
Course Info
In this course, Desmond will take you to the complete game asset creation where you will be producing a futuristic crate prop. He will show you his techniques of modeling and more importantly he will show you his artistic theory while you slowly build the prop. The program pipeline that you will be going through the course is sculpting in Zbrush, retopologizing and unwrapping in 3ds Max, preparation for baking, texturing in Substance painter, and finally exporting out textures and rendering out the asset in Marmoset Toolbag. As you go through this course, Desmond aims to be as casual and open about his full process when approaching art and explaining why he would or wouldn't do in certain situations. He is excited to dive into teaching and share with you what he had learned during his time as an environment artist.