
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.
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.
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.
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.
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.
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.
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.
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