
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 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 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 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.
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.
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.
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.
Model the base sides by creating meshes, separating selections, extruding, and filling faces, then refine normals and plane changes for a clean silhouette.
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.
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.
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.
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.
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.
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.
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