
Master stylized game art creation with Blender and Substance Painter through modeling, unwrapping, baking maps, and texturing two projects, then render with lighting for Unity and Unreal.
Master Blender navigation basics: orbit, pan, and zoom with the middle mouse and shortcuts. Switch between front, right, top, and camera views and explore editors, properties, and render workflows.
Add and organize reference images into a collection, adjust opacity to reduce jagged lines, and reset rotations and locations before using move, rotate, and scale transforms with axis constraints.
Learn hammer modeling in Blender by creating cylinders, shaping vertices in edit mode, applying scale and bevels, and using extrusion and duplication to build cylindrical and blocky parts.
Master common Blender modeling tools: duplicate with 50, constrain to x–y, join with ctrl j, separate by selection with p, hide, and apply transforms with ctrl a.
learn to sculpt the hammer spike using cube-based modeling in blender, employing mirror, boolean, bevel, and solidify modifiers, plus edge loops, knife cuts, and extrusion for clean, symmetrical geometry.
Identify common modeling problems like double vertices, stray edges, and flipped normals. Apply fixes such as merge by distance, recalculate normals, adjust face orientation, and set up mirrors with empties.
Organize and prepare high-poly meshes for sculpting in Blender by renaming collections, managing modifiers, and separating low and high poly assets; adjust subdivision and density for shading before normal maps.
Learns basic sculpting workflow from preparing and scaling the mesh to voxel imaging, reference images, and shaping textures with scrape and clay strips, using alphas and pen pressure for detail.
Learn to sculpt a stylized hammer in Blender by shaping with scrape and cut brushes, adding geometry, applying modifiers, and optimizing with decimate and auto mirror for seamless left-right symmetry.
Mirror the mid parts, ensure a watertight mesh, and remesh for smoother geometry, then sculpt with clay and scrape brushes, add the emission part, and save before moving to rocks.
Learn to sculpt a stylized rock in Blender by applying booleans for larger cuts and bevels for variation. Refine the form with voxel-based sculpting and practical modifiers.
sculpt hammer rock parts in blender, adjusting density, using clay brushes, and isolating sections to refine the silhouette, then apply mirror and boolean modifiers and finalize with bevels.
Learn to sculpt a wood texture from a beveled, subdivided cylinder using stabilized strokes, adding spirals, light edge scrapes, and highlights for a stylized wooden look.
Sculpt the wood handle with brush dynamics, adjusting size and strength to create patterns. Unwrap UVs, optimize low-poly geometry for game engines, and bake textures in Substance Painter.
Learn to unwrap low and high poly meshes with sharp edges, seams, and island packing, enabling clean UV maps for game textures and baking in Substance Painter.
Learn how to prep a low-poly model in Blender by refining shading, merging vertices, and marking sharp edges at 70–90 degree angles for clean shading.
Learn UV unwrapping in Blender using a UV checker, mark seams on flat and cylindrical parts, check stretching in the UV editor, and pack before exporting.
Export the low poly and high poly meshes, bake maps in Substance Painter, and output at 2k or 4k for Unreal Engine or Unity.
Master Substance Painter shortcuts for navigation, masking, and tool switching, then create stylized materials with fills, masks, color variations, edge wear, dirt, gradients, and filters.
Create a rock material from scratch by layering color variations, black masks, and textures. Use grayscale maps, blur slope filters, and symmetry to achieve a stylized, painterly rock.
Create a metal material by setting up a metal folder, applying black masks to objects, and building color variations with varied roughness and metallic values, plus edge wear and dirt.
Create the emission material by painting emission on a black mask and setting a bluish color with zero roughness for a glowing finish.
Create a wood material by adding a folder and applying a black mask, adjust a warm base color and roughness, then apply edge wear and a position gradient for depth.
Add a post process adjustment layer with a pastel pink tint. Apply a stylized big lighting filter, adjust diffuse and specular, and tweak color, warmth, or coolness for the look.
Export texture maps from Substance Painter, import the low-poly model into Blender, set up a principled shader linking color, normal, metal, roughness, and emission maps for presentation.
Set the shader editor to world, load Venus Sunset HDRI from Poly Haven as the background, then light the scene with a warm point light and spotlight for renders.
Compose a stylized render using image editor and composite nodes, apply glare filter, color modulation, and an Archie B curve, then adjust brightness and contrast and save.
Export selected Blender objects as FBX to Unreal Engine, then use Substance Painter to export Unreal textures with occlusion, roughness, and metallic maps for the material.
Export textures for Unity from the right project, then import the model and create a material, plugging in metallic/roughness, normal, and emission maps while tweaking smoothness.
Import a reference image into the viewport with opacity to guide the hilt, then model in Blender from a cube using extrude, bevel, proportional editing, and mirror modifier.
Build the base model in Blender by creating a mirrored silhouette with extrude, fill, and bevel, refine topology with plane changes and correct normals for a tapered look.
Model the base sides by creating meshes, separating selections, extruding, and filling faces, then refine normals and plane changes for a clean silhouette.
Learn how to model the blade in Blender by selecting faces, extruding, merging vertices, using the knife tool, applying mirror and bevel modifiers, and refining with precise vertex alignment.
Extrude the blade, apply the mirror modifier, refine edges, carve cracks with the knife tool, fill gaps, and ensure quad or triangulated topology for clean shading.
Organize your workflow by grouping objects into a modifiers collection for low poly, high poly, and references, then rename, duplicate, mirror, join, and bake for cohesive models.
Master highpoly modeling workflows in Blender by cutting through geometry, extruding and filling faces, separating by selection, and refining with joins, merges, and clipping controls.
Learn to model a high-poly game blade in Blender using knife cuts, extrude and merge operations, and separate and join parts for clean, stylized weapon geometry.
Master high poly blade modeling in Blender by using knife cuts, bevels, and extrude operations, then fix shading and geometry for clean edge flow.
Set up brushes and modifiers, separate parts, and sculpt the hilt with voxel imaging, alpha, and pen tablet control for a stylized game art workflow.
Learn to sculpt the hilt in Blender by preparing three objects, applying modifiers, and adjusting voxel size. Use brushes to add surface irregularities, then join parts and save.
Sculpt the handle by subdividing the cylinder, entering sculpt mode, enabling symmetry and mirror, and using voxel remesh, masks, inflate, crease, pinch, and scrape brushes to refine curvature.
Master stylized sword base sculpting in Blender, applying bevel and mirror modifiers, using voxel size settings and local view to ensure a manifold mesh and well-balanced symmetry.
Sculpt the sword base in blender, using mirror and symmetry, add cuts with a scrape brush, mesh, and introduce subtle asymmetry for a stylized game art look.
Apply modifiers, mirror the sword parts, and sculpt mode to shape three boxes into a base, then apply transforms, join components, and create cuts.
Learn to model and refine a stylized sword base in Blender by applying mirror and bevel, separating meshes into objects, joining parts, and sculpting with grab and scrape brushes.
Apply bevels and sculpt a watertight sword blade, generate a voxel image at a balanced size, remesh to manage triangle count, and use symmetry, smoothing, and scraping to add detail.
Refine a stylized sword blade by sculpting in Blender with voxel remesh around 800k polys, bevel edges, and adjust corners for better normal map detail.
Refine the sword blade by aligning angles over the underlying vertices, save your plan, then voxel remesh (about 0.4–2 million), and sculpt with brushes to emphasize damage, crevices, and transitions.
Organize a large mesh by inspecting objects, joining parts with ctrl j, renaming with numeric labels, grouping into collections, hiding modifiers, and switching from high poly to low poly versions.
Optimize a low-poly model in Blender by removing bevels, applying mirroring, and hardening edges with sharp edges and auto smooth, while ensuring clean geometry and proper triangulation for efficient baking.
Learn how to unwrap a sword model in Blender, mark seams, and minimize stretching while applying an image texture using the UV grid and efficient island packing.
Set up materials in Blender to create a material ID for baking onto Substance Painter from a high-poly model, with dark metal, light metal, gold, crystal, and cloth materials.
Export high-poly and low-poly meshes from Blender, then bake mesh maps in Substance Painter using 4k textures, OpenGL or DirectX settings, and anti-aliasing to refine IDs, curvature, and ambient occlusion.
Create a gold material by tuning roughness and color with a bluish tint, set studio HDR, enable temporal anti-aliasing, and build color variations, grunge, and edge highlights.
Create a stylized crystal material by layering edgeware, enabling emission, adjusting roughness and color, applying blur and blur slope, and fine-tuning emission for a luminous look.
Create a bright metal variant with layered color variation, masks, and texture details, adjusting roughness and color using hue, blur, and color dodge for depth.
Create a dark metal material by layering fills and masks, tuning roughness and metal values, and applying color variations and edge details for a rich, multi-hued look.
Turn on symmetry, paint material ID on masks across gold and crystal, adjust emissive glow with paint fills, brushes, and grayscale edits, then refine with layers and variation maps.
Create and refine a stylized cloth material in Blender and Painter by layering fills, masks, color variations, textures, and curvature-based gradients to control roughness, color, and wear.
Adjust colors to bluish hues, balance edges and brightness, and fine-tune metallic accents in the crystal and base pieces while preparing basic lighting in Blender for stylized game art.
Learn to light and render stylized game art in Blender using Painter textures, pbr metallic roughness, hdri, world shaders, normal maps, rim lighting, and post-processing.
Master compositing workflows in Blender by adjusting color modulation, applying an RGB curve, and fine-tuning density and spotlight to achieve dramatic light rays and controlled glare in a final render.
Introduction
Want to make beautiful game ready stylized props? Blender is slowly being adopted by big companies such as Ubisoft and EA as well as many up and coming indie studios as their main software of choice to make game art! While the software is impressive with many features and affordability, the documentation for a game art workflow in blender is still scarce, I hope to bring the necessary information and techniques you help you transition or start making game assets with blender
Learn all the necessary tools and tips to create game ready assets while creating 2 stylized projects from scratch. The goal of this course is to bridge the gap to create game art with more affordable software but still keeping industry standard workflows. For the best experience, the entire project takes a hands on approach to learning and you build all the assets from scratch. The source files are also provided for reference and study.
What you will Learn
3D Modeling in Blender
Stylized Sculpting in Blender
Game asset optimizations and UV Unwrapping
Baking proper texture maps like Normal, Curvature and Occlusion
Stylized Texturing in Painter
Lighting and rendering in Blender
Compositing
Exporting to Unity and Unreal Engine
Finishing 2 projects from scratch!
Who is Course for?
Beginner users who want to create unique game props
More intermediate users who are struggling with the game art workflow