
Learn to create a high-quality hero 3D asset from start to finish for close-ups using Blender 3D, booleans, UV unwrapping, baking, and texturing in Substance Painter.
Review reference images and set up Blender with essential plugins and shortcuts for efficient hero 3d asset creation. Structure reference-driven workflows and demonstrate practical Blender setups to jump into modeling.
Learn to block out a low-poly aircon unit in Blender, set dimensions, build a shell, bevel corners, and shape the base, bottom barrel, and top panel.
Create a low poly hero by shaping geometry, applying extrusions, using booleans for cuts, and optimizing with an array modifier for repeated features.
This lecture guides the cleanup of a low-poly model, showing how to connect loose edges, merge vertices at center, and remove stray edges for a smooth, bake-ready mesh.
Learn how to create a low poly part by optimizing geometry, applying bevels and insets, and building a shell, while carefully merging by distance to ensure clean connectors.
Create a low-poly component for part5 by modeling with cylinders, aligning, merging, and extruding, then refine with bevels and loops while planning for the next steps.
Construct low-poly bolts on a top panel using six-sided cylinders, insets, and extrudes. Align with pivots, mirror modifiers, and careful duplication to prepare for high-poly detailing.
Construct a low poly part using booleans, extrusions, and bevels, align and merge vertices, and apply shade smooth for a polished finish.
Assemble a low-poly model using scaling, cubes, and cylinders; apply booleans and unions to carve and merge shapes while planning bevels and clean geometry.
Create a low-poly component by shaping cylinders, making flats, beveling edges, and aligning pieces from the top view to match the reference, then convert into one mesh using a workflow.
Learn to create blades in blender by shaping a low-poly plane guided by a blade structure, applying image texture materials, and using deform and solidify modifiers to bend and refine.
Create a low-poly outer ring with inset profiles and blades, then center the pivot, clip backs, and align the pieces for a clean mesh ready for future high-poly work.
learn how to create a Blender spiral from a plane, use shrinkwrap modifier, convert to curve, apply bevel, and optimize segments and iterations before final mesh conversion.
Create wall-mounted low-poly metal panels and bolts by extruding, duplicating, and refining components, using a mirror modifier and precise pivots for cable routing.
Develop a low poly bolt assembly by editing the base model, adjusting scale and smoothing, and duplicating components to fit a modular, cable-ready design before timelapse work.
Learn to convert a low-poly model into a high-poly version using multiresolution subdivision, edge loops for sharp detail, and bevel-like steps, while organizing assets in collections for a clean workflow.
learn how to correct flipped face orientation in edit mode by selecting all with shift and recalculate, or flip faces from the options box, then continue by adding supporting loops.
Learn to convert a bottom model from low poly to high poly in blender, fix orientation, triangulate, decimate with decimation master, and export for UV unwrapping.
Learn real-time and time-lapse UV unwrapping of a complex model. Mark seams, split the mesh, and unfold it into 2D textures while avoiding stretching and hiding seams in cavities.
Diagnose and fix UV deformation by clearing seams, reconnecting edges, and flipping normals. Then unwrap by selection, merge by distance, test phase mode, and apply average island scale.
Duplicate low-poly and high-poly models to create the final model, adjust placement, rotation, and scale, ensure unique textures, and prep for final UV packing.
Finish UV unwrapping by packing all parts into a square atlas, reset transforms, and apply average island scale to maintain texel density for baking.
Create two or three cables using spline curves, bevel them into cylinders, and arrange them with gravity and simple clipping to simulate a bundled cable setup.
Create cables and clips, organize them into a cables collection, and adjust resolutions and bevels for clean geometry. Convert curves to mesh, unwrap UVs, and prep textures for baking normals.
Prepare assets for baking by separating parts and exposing them for space, then export the final as obj files after smoothing tweaks.
Import high and low poly assets, bake in Marmoset, adjust cage and normals, then preview and fix issues before exporting baked normal maps for final texturing.
Learn advanced baking workflows for hero assets, including direction painting, occlusion, normal maps, and final texture export for low-poly models using Marmoset and Substance Painter.
Learn to set up a substance painter scene, configure a 2k open gl workflow, environment maps, and height-based normal details with a black mask and bolts.
Guide learners through building a painted metal material with rust and dirt, using a big-to-small workflow, smart materials, occlusion, roughness, and height maps in Substance Painter.
Create a glow system in Substance Painter using anchor points to link a base mask to layered effects, with levels, invert, and multiply for a vivid glow.
Learn to create realistic game-ready materials by sculpting a base, generating alpha maps, and painting rust, chips, and leaks with masking, projections, and hand painting techniques.
Identify and fix broken UVs, unwrap misaligned edges, and reexport while updating maps in Substance Painter to ensure accurate normal and curvature maps.
Develop dirt build up in multiple stages, creating leaks and bottom dirt through masks and layers. Use particle effects and glow to enhance texture and realism.
Create and texture multiple materials for a 3D asset using metals, plastics, and mask-driven details. Apply rust, dirt, and wear with generators, then fine-tune roughness and occlusion for realism.
Create a yellow plastic material with white and black accents, tweak roughness and metallics, and add bolts, dirt, and surface details before exporting pbr textures for a final marmoset scene.
Set up a new Marmoset render scene by importing the model, assigning textures, enabling ambient occlusion, and configuring sky, lighting, and camera settings for a polished render.
Polishing our texture involves selecting final angles, locking cameras, adjusting lighting for gradient and highlights, adding dirt and rust, refining the normal map, and exporting the results.
polish a 3d cable asset with texture setup, material tweaks, dirt, and lighting; create marketing images, set up turntable renders, and finalize high-quality presentation.
Hero Asset Creation - In-Depth Tutorial Course
Learn how a professional prop artist works when creating hero props for games. You’ll learn techniques like High Poly Modeling, Low Poly Modeling, UV Unwrapping, quick boolean creation, Texture Baking, Texturing, Rendering – and much more!
BLENDER, PAINTER AND MARMOSET TOOLBAG
All the modeling and UV mapping are done in Blender and a very small part in Zbrush, Texturing will be done using Substance painter, and the final rendering will be done within marmoset toolbag 4.
In this course, you will learn everything you need to know to create the final results that you see in the images and trailers
11+ HOURS!
This course contains over 11+ hours of content – You can follow along with every single step – The course does inclose a few small time lapses, this is just to speed up very repetitive tasks, the rest is done in real-time. –
We will start doing the low poly modeling in Blender, then we will move on to the high poly where we will use Zbrush to clean up our booleans. After that, we will be doing our UV Unwrapping and prepare our scene for baking. We will be doing our baking inside of Marmoset Toolbag 4, upon which we will move to Substance Painter where we will create our final texture. And finally, we will render our end result back again in Marmoset Toolbag 4. Everything in this tutorial course will be explained in detail.
SKILL LEVEL
This game art tutorial is perfect for students who have some familiarity with the tools Blender, Substance Painter, Zbrush, and Marmoset Toolbag 3/4– Everything in this tutorial will be explained in detail. However, if you have never touched blender or substance painter before we recommend that you first watch an introduction tutorial of those programs (you can find many of these for free on Youtube or paid on this very website)
TOOLS USED
Blender 2.8+
Marmoset Toolbag 4
Substance Painter
Zbrush
YOUR INSTRUCTOR
Emiel Sleegers is a senior environment artist currently working in the AAA Game Industry. He’s worked on games like The Division 2 + DLC at Ubisoft, Forza Horizon 3 at Playground Games, and as a Freelancer on multiple projects as an Environment Artist and Material Artist.
SOURCE FILES
Please note that this project does not come with any source files or extra content due to platform limitations. If you want all source files & extra content like un-timelapsed footage please look us up on ArtStation, Gumroad or FlippedNormals