
Jose Moreno shares six years in remodeling and three years as a freelance instructor, highlighting sculpting and texturing, love for character creation, and narrative textures using Blender and Substance Painter.
Explore the end-to-end workflow for game props, from high poly modeling to low poly optimization, unwrapping, baking details into textures, and final pbr texturing.
Blender is a free, open-source three-dimensional creation suite. It supports modeling, rigging, animation, simulation, rendering, and motion tracking with a real-time rendering engine and strong community support.
Explore Blender and Substance workflows for modeling and texturing video game props, with practical guidance and downloadable resources to apply in real-time projects.
Explore the physically based rendering workflow for game props, focusing on metalness, roughness, and various texture maps like color, normal, height, and ambient occlusion to achieve consistent lighting.
Download Blender from the official blender.org site, select the installer or portable version, run the setup, and create a desktop icon to start using Blender.
Learn Blender's interface and workspaces, including the Outliner, Properties panel, and three viewport, and master customizing layouts, panels, and editor types for efficient modeling workflows.
Navigate the Blender 3d view with orbit, pan, and zoom using the mouse button, the scroll wheel, and control-click, then use gizmo and period key to focus and isolate objects.
Blender overlays and viewport shading to visualize geometry with wireframe and normals, switch between wireframe, solid, and render views, and manage lighting, textures, and x-ray options.
Explore how to select objects in Blender using right-click, A to select all or deselect, circle or brush selections, and manage visibility and organization with the outliner and collections.
Create and delete objects in the scene using the viewport and cursor, placing new objects at world center or click. Duplicate with Shiva and adjust geometry in the creation panel.
Master Blender basics by performing move, rotate, and scale transformations with shortcuts G, R, S and axis constraints, using manipulators and pivot, for precise object editing.
Explore Blender edit mode to manipulate geometry directly using vertex, edge, or face selection, and apply familiar selection and transformation tools with pivot point control to shape meshes.
Learn Blender edit mode tools by using extrude, inset, bevel, loop cut, knife, poly tools that create polygons, spin and spin duplicates, proportional editing, and sphere adjustments to refine topology.
Explore blender edit mode tools for game props: fill gaps with F, triangulate, convert quads, merge by distance, bridge loops, and connect vertices, then adjust shading with normals.
Master blender modifiers, focusing on deformation and simulation modifiers, and learn to use array and mirror modifiers to duplicate geometry and solidify modifier to add volume while managing polygon counts.
Learn Blender sculpt mode basics, adjust brush radius and strength, and add volume to a cube using dynamic topology and symmetry options for precise sculpting.
Customize Blender's interface by adjusting keyboard shortcuts, preferences, and colors; save personalized profiles and use quick favorites (Q) to streamline navigation and workflow.
Explore essential Blender addons and interface customization, including enabling F2 for vertex actions, Loop Tools for shaping vertex loops, and Takes Tools with manual installation to boost workflow.
Explore Substance Painter basics: set up a texturing workflow for a low-poly shield, adjust resolution and normal map type, navigate with orbit and pan, and bake mesh maps.
Explore substance painter fundamentals 2, using layers, materials, and masks to control color, metalness, roughness, normal, and height while painting targeted details.
Adjust the beer mug base mesh to the reference in blender by duplicating and separating rings, applying modifiers, merging vertices, and closing the top with an outer mesh.
Model the beer mug base in Blender using a reference image, then use array and mirror modifiers to form cylindrical rings and refine vertices and normals.
Finish closing the beer mug base and model the handle in Blender, merging vertices and centering geometry. Use extrude, scale, and modifiers, preparing to separate high-poly and low-poly models.
Create a beer mug by converting a high-poly model to a low-poly version, organize a dedicated low-poly collection, and perform uv unwrap with seams, edge controls, and material linking.
Learn to adjust beer mug UVs using proportional editing to separate islands, align faces, and maximize texture space for clean, efficient export to Substance Painter.
Prepare the beer mug model for export by naming parts with low poly and high poly suffixes, separating rivets and handle, applying modifiers, and exporting to fbx or obj.
Bake a normal map from the high-poly beer mug to a 2k low-poly mesh in Substance Painter, using mesh maps and by-mesh naming.
Texture a beer mug by building a wood base and a metal layer for rings and handle, organizing layers, and using masks and generators to control color and roughness.
Learn to add edge wear to wood on a beer mug by applying color, adjusting roughness and contrast, using masks and generators, and refining details with symmetry-driven brushes.
Create a metal beer mug material by layering metallic textures with a black mask, adjusting roughness and color, and adding grime for realism.
Add final details to the beer mug with a new fill layer and a black mask to drive occlusion on metal and wood, refining roughness and texture.
Select a keystone export configuration to generate the normal and color maps for the beer mug, then export 2k texture sets with proper naming for the mesh and texture set.
Model the war horn base in Blender by shaping a curve, extruding into geometry, adding loops and radius edits, and refining to match the reference with volume at the mouthpiece.
Polish the war horn in Blender by finishing geometry and detailing the surface and rings, while applying two materials and a high-poly to low-poly workflow with modifiers.
This lecture shows defining the low poly war horn by purging extra geometry, deleting inner loops, merging vertices, and selectively increasing polygons in this area to preserve form.
Unwrap a war horn model by marking seams on 90-degree edges, sharpening edges, applying transforms, and using rectify to optimize texture space for clean UVs.
Learn to adjust the war horn's uvs by packing islands, adding margins, and organizing layout, then export low and high poly fbx files for texture work in substance painter.
Model a low poly war horn and bake a high-poly engraving-driven normal map in Substance Painter, then texture the metal with engraved relief, adjust roughness, and export all maps.
Create smart materials for the war horn by combining metal, wood, and a reddish overlay to ensure consistent wear across game assets.
Isolate the horn's metal pieces with a black mask and paint, then adjust color and roughness and split into left and right parts for balanced shading.
Adapt the horn material from an existing texture, layering color and texture, adjust roughness and lighting, and paint black accents for a realistic war horn.
Polish the war horn by adding dirt and refining seams, then apply a layered metal texture with controlled metalness and roughness, finishing with blue engravings guided by PureRef.
Finish the horn prop by finalizing the dirt material, adjusting lighting, and reviewing the material, then export texture maps—base color, metal, normals, and roughness—into a horn textures folder.
Model a combat axe handle in Blender using reference images and alpha transparency to guide shape; use a cube in edit mode, proportional editing, and extrude to refine topology.
Model the combat axe blade by adding a plane, extruding and shaping with loops, aligning vertices to the silhouette, and refining geometry for a fluid, angular profile.
Learn to add volume to a combat axe blade in Blender by shaping with proportional edits, aligning along the y axis, mirroring, and refining with edge loops and bevels.
Model a combat axe by building a leather-wrapped handle from cylinders, applying shrink-wrap and solidify, and using vertex-group driven displacement and randomized duplication for a realistic grip.
In Blender, model and refine the leather strip for a combat axe by looping, extruding, mirroring, clipping, and applying a solidify modifier to create thickness.
Refine the combat axe by polishing topology, aligning edges and vertices, and building clean low-poly and high-poly models, ensuring proper triangulation and a defect-free normal map for texturing.
Clean up the blade geometry by removing stray triangles and sharpening edges, then apply mirror and subdivision modifiers before sculpting metal texture and irregular surface details.
Explore sculpting blade details on a combat axe by refining edges with the scrape brush, adjusting falloff, and using the crystal brush for engraving.
Sculpt a combat axe handle by building a low-poly base, adding subdivision loops, and applying displacement modifiers, then detail with wood rings using the crease brush for export-ready results.
Polish the low-poly combat axe using the high-poly model as reference, removing unnecessary geometry, adding thickness for the normal map, and refining symmetry for a game-ready prop.
Unwrap the combat axe uv maps by marking seams and sharp edges and evaluating texture density.
Learn to adjust UVs for a combat axe in Blender, rectify islands, organize texture space, and use the mirror modifier to prevent normal map artifacts before exporting to Substance Painter.
Refine the combat axe geometry by cleaning the low-poly mesh, aligning vertices, and adjusting loops for a clean silhouette before exporting the low-poly and high-poly models with consistent naming.
In Substance Painter, bake a high-poly to low-poly normal map with engraving detail, replace the base normal, import the alpha, and paint the stencil on layers to define engraving.
Apply a metal material to the combat axe, isolate and paint masks to control color, roughness, and reflections, then refine with dirt masks and engraving details.
Create and refine a wood material for the combat axe using masks, painting, and color adjustments. Align textures, remove unwanted texture, and rotate the texture by 90 degrees for orientation.
Create a leather combat-axe material by organizing layers and masks, painting base color and metal accents, tuning roughness and occlusion, and exporting maps for final details.
This lecture shows how to model the metallic Viking shield in Blender, building from a cube, adding edge loops, applying the mirror modifier, extruding faces, and aligning along central axes.
Create and refine the Viking shield’s metallic parts by forming a circle, extruding and scaling, adding loops for detail, and aligning normals while separating metal from wood for later sculpting.
Model the shield handle and refine the surface in blender by duplicating reference geometry, using mirror, isolating front and back references, adding support loops, and smoothing to match the design.
Model Viking shield rivets in Blender using cylinders, extruded faces, and triangles; distribute them with an array and mirror to cover front and back.
Prepare the Viking shield for sculpting by cleaning the mesh, merging vertices, separating high and low poly collections, and applying multiresolution and mirror modifiers.
Explore sculpting and texturing techniques in Blender and Substance for Viking shield props, focusing on metal wear, detailing like vents, hammered edges, drilled holes, and battle scars, using symmetry creatively.
learn to sculpt edge wear on a Viking shield using brushes, adjustable strokes, and radial symmetry to create worn corners, nails into metal, and weathered wood and metal details.
The lecture demonstrates sculpting wood grain and veins on a Viking shield using brush settings, pressure sensitivity, and multi-resolution workflow to create evenly distributed rings and engravings.
Sculpt final details on the Viking shield by adding cuts and grooves in wood rebates, using crease and smooth strokes, then separate low poly from high poly for export.
Decimate the high-poly shield to reduce polygons while preserving shape and fix artifacts. Create an ID map in Substance Painter by assigning distinct colors to wood, metal, and the handle.
Learn to reduce a high-poly Viking shield to a clean low-poly model by purging dense geometry, merging parts, removing unnecessary vertices, and using mirror and triangulation.
Learn to uv unwrap a Viking shield in Blender by marking seams, projecting from view, and wrapping the model into coherent uv islands for texture mapping.
Viking shield UV adjustment requires organizing and arranging model pieces, prioritizing front textures, aligning and rotating segments for efficient texture space, and ensuring correct base orientation and UV recalculation.
Export the Viking shield in Blender by separating parts and exporting as FBX; bake normal maps and create mesh maps for low-poly and high-poly models.
Create and fine-tune a metal material for the Viking shield, including rivets, handle, wood, and oxide areas, using masks, color selection, and roughness adjustments to a more stylized metallic look.
Develop the wood material for a Viking shield by building layered color and roughness with masks and generators, adding wear, cavities, and final painting for finishing touches.
Import alphas and set up stencil-based painting to texture a Viking shield. Apply layered blue underlayer, orange accents, roughness, and masks to achieve aged, hand-painted details.
Refine shield materials by adjusting the handle texture, color, saturation, and layers, and apply a black mask to fix edges. Export texture maps—albedo, metalness, normal, and roughness—via the PVR workflow.
Learn to build the base of a Viking helmet in Blender by modeling, extruding, and mirroring to align with a reference and refine vertices.
Add details and close the helmet's inner parts, adjust volume and smooth transitions, refine topology with loops and iterations, and align geometry to center before moving to the visor.
Model the Viking helmet visor by extruding a ring along the C axis, duplicating and mirroring it, and refining its shape with loops and resolution, then apply a solidify modifier.
Finish the Viking helmet visor in Blender by refining geometry with modifiers, adjusting angles to 60 degrees, adding support loops, sharpening edges, and correcting normals for a clean reference-aligned look.
Learn high-poly sculpting and hard-surface detailing for the Viking helmet, sharpening edges, adjusting loops, merging borders, adding rivets, cleaning triangles, and mirroring parts for complete topology.
Explore sculpting and detailing a Viking helmet in Blender, applying modifiers, mirroring, and subdividing to add rivet holes and metallic textures before creating a clean low-poly topology.
Create planes as slots and apply real-time cloth simulation to form chain mail wrinkles on helmet. Model rings as a separate object and apply the simulated results to the mesh.
Model interlocking Viking helmet chain mail rings in Blender using array and rotation to create intersections, add randomness for realism, then prepare high poly to low poly export.
Polish and separate the Viking helmet, optimize the low poly, bake two maps from high to low poly, color parts with vertex color, and prepare named exports for Substance Painter.
Optimize the Viking helmet by reducing to a clean low-poly mesh, removing unnecessary geometry and merging loops, while preserving the silhouette for about 2,400 polygons.
in blender, create clean UV unwraps for a Viking helmet by marking seams and sharp edges, adjusting edge angles, and using a mirror modifier.
Organize the helmet's UVs by prioritizing larger pieces, adjusting texture resolution, and arranging parts to avoid intersections, then prepare and export wrapped textures for Substance Painter.
This lesson guides you through baking high-poly ring mail onto a low-poly helmet, creating two bakes, generating a transparency mask and normal maps in Substance Painter.
Export the high-poly Viking helmet and create corresponding low-poly meshes, then bake maps in Substance Painter to prepare textures and normal maps for game props.
Learn to add height and engraving details to a Viking helmet in Blender by creating layers, applying masks, painting a metallic pattern, and exporting normal maps for realistic texturing.
Learn to add metallic materials to a Viking helmet by isolating components with opacity masks, importing low-poly meshes, and exporting consistent metal materials in Blender and Substance Painter.
Finish the Viking helmet’s metallic materials by refining the mask, colors, noise, sharpening, and contrast for a coherent metallic surface. Add subtle corrosion and symmetry for depth.
Create authentic leather for a Viking helmet by layering textures, painting masks, and adjusting roughness and color with occlusion, noise, and sharpening before exporting the model.
Apply final touches to a Viking helmet using Blender and Substance, refining the pattern layers, color balance, and smart materials to add dirt and noise. Conclude with render engine choices.
Import models into Unreal Engine and prep them for use in games, using Substance Painter to create and apply materials, then export ready assets.
Set up Blender cycles as render engine, import assets, position the camera, light with an environment texture, and create materials with diffuse and principled BSDF textures, then adjust render settings.
Finish the render with the composite workflow by tuning masks, color grading, and subtle lighting and lens effects for a believable game prop.
Render game props in real time with Marmoset, refining lighting, materials, and texture maps (base color, normal, roughness, metalness) to produce portfolio-ready renders.
Publish your Blender model to Sketchfab by exporting, uploading, and configuring materials, lighting, and post-processing, then share a link from your profile for easy viewing.
Upload assets to the unity game engine, import the mesh, and configure materials and shaders to control base color, metallic, normal maps, and transparency for scene rendering; export across platforms.
Along this course you will learn the complete workflow to create assets from scratch using two of the most powerful programs for 3D creation.
Include the following topics:
The fundamental theory of creating models for next-generation games
The fundamental theory of the PBR materials rendering method (currently the most used in the industry)
All the fundamental aspects of Blender to navigate fluidly in the interface
All the principal modeling tools
Several of the most important modifiers to create specific forms and surfaces
How to use the Sculpt mode and how to use it to add sculpted details to our models
How to create High poly models
How to create, clean and optimize a Low poly model
How to UV unwrap a model to project textures in it
How to project all the details from a High poly model into a Low poly model (Baking) using "matching by names" in Substance Painter
How to create and detail different PBR materials in Substance Painter
How to export all the texture maps to use them in any rendering engine
How to visualize any asset in Marmoset Toolbag to create high quality renders and export files for real-time visualization
How to import any asset in the game engine Unreal engine and how to configure the materials
How to set and render our models in Blender with the render engines Eevee and Cycles