
Learn to model, unwrap, and texture low poly game assets with Blender 2.8 and Substance Painter, using extrusion, bevel, inset, modifiers, and procedural textures to create detailed materials.
Blender 2.8 introduces task-specific workspaces, a context-sensitive toolbar, and the new collections layer system for organizing models, plus UI tweaks to support modeling, UV editing, and sculpting.
Configure Blender 2.8 units, selecting imperial with feet and inches and enabling separate units, then import a Make Human base mesh to calibrate proportions as a reference.
Model a low-poly traffic cone in Blender 2.8 by shaping a cylinder, beveling edges, extruding to a hollow base, and adding stripe geometry for texturing in Substance Painter.
Finish a low-poly traffic cone in Blender 2.8 by deleting faces with connected edges, extruding, beveling edge loops, bridging edges, and balancing hard and soft edges for clean shading.
Mark seams along hard edges and unwrap the traffic cone properly. Apply a UV checker map with a new material in the shader editor and verify via look development.
Apply modifiers, create a backup, and freeze transformations, then export the traffic cone as an fbx from Blender 2.8 for use in substance painter.
Explore low-poly wooden skid reference images for a parlor game, noting top and bottom planks, cross supports, and varied dimensions to guide a complex, learnable build.
Learn to organize Blender 2.8 assets with collections, lock and unlock the reference object layer, and keep models separated by dedicated collections.
Create side planks in blender by modeling a 1000 mm tall, 110 mm wide, 25 mm deep block, then duplicate and snap it to the opposite side.
Learn to create the top planks by duplicating a 95 mm blank and using an array modifier to generate nine evenly spaced planes along the Y axis in Blender.
Create the bridging boxes that connect the top and bottom plank rows in blender 2.8, using corner and middle blocks, snapping edges, and applying 95 mm and 110 mm dimensions.
Complete the wooden skid by adding anchor planks, duplicating and snapping parts into position, and setting heights to 15 mm, 90 mm, and 140 mm.
Prepare the wooden scoop mesh for uv unwrapping by applying modifiers and freezing transforms, split into 19 pieces, unwrap each, then combine into a single mesh for one uv map.
Apply a checker material and mark seams to unwrap the wooden skid in Blender, then fix transforms with control A, unwrap, and verify a square, distortion-free UV map.
Transfer UV maps between identical objects using Blender's transfer UV maps tool. Apply location, rotation, and scale, unwrap, and copy the UV attributes to multiple objects.
Master UV unwrapping for wooden skids in Blender 2.8 by marking seams, unwrapping edges, isolating selections, and transferring UV maps between similar blocks.
Join all pieces into a single mesh to create one uv map, then use average island scale to distribute uv space by object size, preparing for export to Substance Painter.
Export the selected wooden skid mesh from blender 2.8 as an fbx to prepare it for texturing in substance painter.
Create a low-poly barrel in Blender 2.8 by modeling a cylinder, extruding and scaling top and bottom faces, inserting edge loops, bridging loops, and dissolving unused edges for clean quads.
Bevel the barrel edges, smooth the mesh, then unwrap its uvs by marking seams and turning edge loops into straight and circular islands, checking for stretch with a checker material.
Export the barrel for texturing in substance sprinter after applying location, rotation, and scale, then use file export to fbx, choose a destination, name the file, and export.
Set up a substance painter project with metallic roughness templates for pbr workflows. Import low poly models, manage texture layers and maps, and preview materials.
Texture a low-poly wooden skid in Substance Painter by baking 2k maps and creating a base color from a reference photo, noting knots and nails.
Create procedural height details for wooden planks in Substance Painter using a directional noise map, masked by a black mask, and adjust the height channel non-destructively.
Create a roughness map to break uniform light reflection on wooden skid textures, then add height details with a knots texture to enhance realism.
Add edge wear and surface scratches to a wooden skid by using a black mask with edge generators, color adjustments, and grungy scratches in Substance Painter.
Add dirt and final touches to a wooden skid using a dirt generator, the black mask, and adjust grunge to emphasize crevices and worn edges for a realistic look.
Texture the traffic cone in Substance Painter by baking 2k ambient occlusion maps, sampling a base color from a reference, and adding color variation with a honeycomb pattern for realism.
Create white stripes on the traffic cone by masking a dedicated layer, using a folder with a black mask, and refining geometry with polygon fill, symmetry, and UV island selection.
Apply a criss-cross stencil pattern to white stripes using a black mask and the roughness channel, painting with symmetry and tiling for realistic, varied detail on a low-poly asset.
Apply roughness maps and dirt to a traffic cone to simulate weathering, adding scratches, grunge dirt, and edge accumulation using height, normal maps, and a dirt generator.
Texture a low-poly barrel for a game by baking 2k maps in Substance Painter and building a layered base color with color variation, masks, and rust details.
Create height and roughness maps for a barrel texture by using fill layers, black masks, and generators; blend dirt and grunge details to enhance realism.
Create dirt and scratches on a low-poly barrel using fill layers, masks, and a grunge scratches generator, then adjust height, roughness, and color balance for a subtle worn metal look.
Place a skull logo on the barrel by importing a white-on-black alpha texture, tagging it as alpha, and painting it with a color layer masked by a grayscale procedural map.
Import external textures into Substance Painter to build a procedural rust material for a barrel, using base color, height, roughness, metallic, and normal maps.
For games polygon count is important and the lesser it is, the better. But we need to have game assets that look detailed in terms of textures without having high polygon count.
In this course, together we'll learn how to achieve the look of high poly game assets using Substance Painter while we'll build low poly game assets in Blender 2.8.
In Blender 2.8, we'll:
Learn to use Blender 2.8 and common keyboard shortcuts
Model low poly game assets using different modeling techniques i.e. inset, extrude, bevel
Make use of Blender modifiers to make modeling process easy
Uv-unwrap low poly game assets
Transfer uv-map between similar 3d models
We'll spend a lot of time in Substance Painter to create:
Base texture details
Roughness, normal and height information
Scratches, edge wear, dirt and rust
Together, we'll model & texture three game assets:
Wooden Skid
Barrel
Traffic cone
By the end of this, you'll be able to use Blender 2.8 and Substance Painter to create your own low poly game assets.
While in terms of modeling, course is targeted at beginners, training on substance painter is useful for artists of all levels.