
Create this military bundle from start to finish using Blender 3D, Substance Painter, and Photoshop, covering low-poly modeling, UV unwrapping, texturing, rendering, and presentation.
Learn to interpret reference imagery for game assets and set up Blender, including a Max-style plugin, keyboard shortcuts, quick favorites, and reference management.
Model a pallet in Blender by creating four by four blocks, setting thickness, duplicating with an array, beveling edges, and adding imperfections for realistic texturing.
Learn to add subtle imperfections to pallet components, duplicate elements with varied details, and transition from low poly to high poly using bevels, edge loops, and subdivision in Blender.
In Blender, this lecture demonstrates modeling a pallet component using bevel modifiers, segmenting for sharp edges, adjusting overlap, and converting to a clean low-poly model, then previews UV mapping steps.
Learn to UV unwrap 3D models in Blender by placing seams to unfold into 2D layouts, using unwrap features, stitching edges, and checking texture alignment with checker textures.
unwrap and pack the palette and plastic crates into unique textures, maintain a one-to-one square layout for consistent resolution, avoid overlaps, and prepare for baking with atlas packing.
Model a plastic crate in Blender using symmetry, inserts, and bevels to build corners and bottom details, then finalize as a single optimized piece for texturing in Substance Painter.
Build a plastic crate in Blender by refining geometry, placing center guides, extruding on local normals, beveling edges, and using symmetry for a quarter-piece workflow.
Learn beveling outer edges, merging vertices, and cleaning geometry while planning segment counts to create a clean plastic crate part with construction lines.
Create the crate top in Blender using symmetry and precise dimensions, then add bevels, extrusions, and details like cylinders and triangles to achieve a centered, mirrored design.
Learn to build our first plastic crate (Part 5) in Blender by merging and centering meshes, setting pivots, duplicating parts, and applying bevels for clean detailing with efficient edge workflows.
Create and assemble crate parts in Blender, duplicating components, joining meshes, enabling pivot and snapping, applying a modifier to merge the center line, and smoothing normals for a polished look.
Create the first plastic crate part in Blender by laying out supporting loops, applying bevels, connecting double vertices, and refining with contour and cuts to form a clean, continuous mesh.
Refine a plastic crate in Blender using loops, multiresolution subdivision, and edit-mode workflows to produce clean, bake-ready geometry for Marmoset.
Refine a plastic crate mesh in Blender by selecting, deleting, merging geometry, enabling multiresolution subdivision, and organizing backups, before preparing for export and UV unwraps in Marmoset.
Create a simplified second plastic crate in Blender by blocking out the base, choosing a compatible width and height for stacking, and adding clips, bevels, and extruded details.
Follow a Blender workflow to build a second plastic crate part, placing lines, extruding and scaling faces, cleaning geometry, uv unwrap, beveling edges, and setting up lights for render.
Create a second plastic crate part in Blender, refine edges, bevels and extrusion, build a locking mechanism, and apply boolean cuts for a clean, symmetric model ready for Marmoset.
in blender, model the second plastic crate by merging parts, adjusting scale, and preventing clipping. convert to low-poly and high-poly versions and duplicate across the model for hyperbole-ready detailing.
Learn to model a second plastic crate in Blender with precise edge loops, custom cuts, and mirror techniques, optimizing topology for smooth subdivision and accurate baking in Marmoset.
Model a second plastic crate component in Blender using non-destructive geometry, adding edge loops for smoothness, exploring a hyppolite-first workflow before converting to lobola for optimization.
Continue building a plastic crate in Blender by adding loop cuts, merging vertices, adjusting edges, and refining top and bottom segments in part 7 with a timelapse reveal.
Practice meticulous geometry editing on the second plastic crate by adding loops, deleting unwanted faces, unwrapping, and using mirror symmetry to keep the model clean and sharp.
Develop clean, low-poly crate models by optimizing while preserving essential shape, merging pieces, and preparing unwrapped bakes for mobile and PC/console workflows.
Learn practical UV unwrapping techniques for plastic crates in Blender, using edge loops and face selections to create efficient, clean maps while balancing speed and quality.
Continue uv unwrapping plastic crates by hand, then texture and bake the pieces to assemble a coherent set for a Blender and Marmoset workflow.
Apply UV mapping and seam placement to unwrap plastic crates, test symmetry, and create clean low-poly and high-poly duplicates for efficient game asset workflow.
Master uv unwrapping of plastic crates in blender by joining pieces, setting seams, and unfolding layouts to optimize texture maps for game assets.
Master UV unwrapping for low-poly crates in Blender, fix overlaps with seams and islands, and optimize the layout by packing UV islands and applying consistent materials.
Model a clean cardboard box in Blender, apply bevels and strategic splits, then unwrap and texture it, exploring tape as mesh or as part of the final texture.
Model and unwrap a cardboard box in Blender, refining geometry with subdivisions and sculpting, then unwrap UVs and prepare for texturing, exporting and baking.
Prepare your model for baking using the Moutinho baking technique with a low-poly mesh and smooth shading, then export with modifiers applied for accurate texture maps.
Bake high-poly details onto a low-poly mesh by configuring maps (normal, position, curvature, highlights) in the baking project, adjust geometry, and test with preview renders.
Learn to bake game asset maps in Blender and Marmoset, focusing on baking position maps, fixing normals and orientation, managing folders and exports, and troubleshooting common bake issues.
Learn to bake normal and position maps from high-poly to low-poly, set up textures in Substance Painter, and prepare PBR assets for Marmoset and Unreal Engine.
Texture a wood pallet by refining base wood, adjusting roughness and color, adding dust and dirt, and using masks to align grain direction and add nails.
Explore importing and applying textures in marmoset, set up a final render scene with ambient occlusion, specular gloss, and occlusion maps, and configure lighting, shadows, and camera framing.
Texture the pallet by refining wood color, adding dirt and wear with smart masks and gradient maps, and exporting textures in Blender and Marmoset, with Photoshop tweaks for burn marks.
Texture a wooden pallet by creating burn marks with alpha textures, painting with a projection brush, and organizing materials in a Substance Painter project.
Learn procedural texturing for a crate in Blender and Marmoset, using normal maps, AO, curvature, and thickness, while setting environment, exposure, and gamma and adding construction lines, text, and bolts.
Texture a solid base crate with semi shiny dark blue plastic, subtle dust, and soft highlights. Export textures in Marmoset using metallic roughness, normal maps, occlusion, and projection mapping.
Texture our first crate in Blender and Marmoset by adjusting luminosity, color, dirt, and seams, and design a military defense contractor logo in Photoshop.
Texture our first crate using smart objects, levels, and image adjustments, applying projection mapping and typography in Photoshop and Substance Painter workflows.
Develop crate texturing by creating shipping manifests as alpha layers in Photoshop, add logos and barcodes, and preview textures in Substance Painter and Marmoset.
Balance the crate texture by adjusting the base plastic, fading text with masks, and adding dirt and occlusion; refine the logo, barcode, and height and roughness maps for realism.
Texture our second crate in Blender and Marmoset, fix missing faces, duplicate parts, merge by distance, and prepare maps in Substance Painter, including metallic, roughness, and occlusion.
Texture our second crate in Blender and Marmoset by refining the base color, removing repeating dust, painting out stains, darkening the surface, and adding a centered logo for final renders.
Texture a cardboard box for game assets by sourcing clean textures, building a base cardboard material, and painting with projection, masks, and uv coordinates to ensure realistic repetition and detail.
texture a cardboard box in blender by building a base, adjusting roughness and normals with subtle height maps, and adding mask-driven tape details for a realistic pbr look.
Continue texturing a cardboard box by applying brown tape, adjusting gray levels, and painting edges for realism. Organize tape layers and plan a text atlas for upcoming chapters.
Balance the cardboard textures with a new layer and color balance to achieve the brown tone, then design barcode, fragile text, and labels in Photoshop for a complete box texture.
Texture a cardboard box in Blender and Marmoset by adding text, barcodes, and serial numbers on multiple faces. Add subtle dirt, adjust color and roughness, then export.
Assemble a game pallet in Blender by importing four box pieces, texturing with image textures, arranging them into a stack, and preparing for export to Marmoset.
Create plastic cling wrap for a base by building bottom and top wrap layers, and a full wrap using the shrinkwrap modifier, with careful geometry and slight variation.
Create a plastic material for game assets, adjusting transparency, color, and lighting; optimize the mesh with decimate, sculpt surface details, and duplicate pieces for testing before export.
Create a plastic part for game assets in Blender and preview in Marmoset, adding confidence variation with Substance Painter textures, exporting base materials, adjusting roughness, UVs, tiling, and light testing.
Create realistic straps for a game asset in Blender by modeling, simulating, and refining fabric connections with rings, using cloth simulation and manual extrusion techniques.
Master technique for creating and aligning straps in Blender with cloth simulation, using selection, duplication, merging, and cuts, and prepare collision geometry and subdivision for export to Marmoset.
Explore how to simulate strap dynamics in blender using displacement, stiffness, tension, pressure, and collision settings, then refine geometry with more segments for realistic cloth-like straps.
Optimize the strap cloth by increasing quality and collision settings, adding segments, baking the simulation, and smoothing the geometry by hand for a clean final fabric texture.
Apply solidify thickness to straps after decimation and verify collision distance. Export to Marmoset, adjust shadows, and refine fabric textures with a quick unwrap workflow.
Polish game assets by adding dirt and fabric details, and create height and normal maps for plastic. Set up lighting and HDRI background in Blender and Marmoset for polished renders.
Polish the asset in Blender and Marmoset by tweaking base plastic, applying UV edits and detail normals, then build a turntable scene with crates, boxes, fog, and color grading.
Create portfolio screenshots and a turntable video from a finished Blender scene in Marmoset, with high-resolution JPEG renders, image outputs, lighting, textures, and shrinkwrap/cloth simulations.
Create an Unreal Engine scene in a bonus chapter, applying game asset creation techniques from Blender and Marmoset to build engaging, playable environments.
Military Game Asset Creation in Blender & Marmoset
Learn how a professional prop artist works when creating props for games. You’ll learn techniques like High Poly Modeling, Low Poly Modeling, UV Unwrapping, Cloth Simulation, Texture Baking, Texturing, Rendering – and much more!
BLENDER AND MARMOSET TOOLBAG
All the modeling, UV mapping, and cloth simulations are done in Blender, Texturing will be done using Substance painter and a little bit of photoshop and the final rendering will be done within marmoset toolbag 4.
You will learn everything needed to create the asset shown in the images and trailer from scratch, next there will also be a bonus chapter that will show a timelapse of a scene creation inside of unreal engine 4 (please note this scene is not included in the sourcefiles)
18 HOURS REALTIME
Everything is shown in realtime with over 18 hours of content – You can follow along with every single step – from the first model in Blender to texturing in Painter to rendering in marmoset. There is only a very small narrated timelapse in the middle of the tutorial that goes over a very time consuming and repetitive function. but you do not have to worry about anything, everything 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, 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
Photoshop
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 and on Forza Horizon 3 at Playground Games 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