
Learn to create a realistic film prop in blender by setting up project, modeling with booleans and extrusion, unwrapping, texturing in substance painter, baking maps, dirt and grass, and render.
Set up a Blender project for a realistic prop by deleting the default object, enabling metric millimeters, adjusting the grid, and importing front, back, left, right, and top reference images.
Model the steam deck grip in Blender by drafting body guidelines, shaping curves, extruding edges, and refining vertices for a smooth front plate with button and touchpad details.
Finish the grip of a realistic 3D prop in Blender by adding edge loops, bevels, and face inserts, refining curvature for a smooth, film-ready result.
Model a realistic front speaker grill in Blender by creating a hollow box, beveling edges, extruding, duplicating, and shaping quad topology with subdivision and edge loops.
Learn to model a realistic steam button in Blender by extruding, merging vertices, adding edge loops, and refining normals to form a connected prop with a cavity.
Finish the front touchpad by building and aligning geometry, beveling edges, adding subdivisions and edge loops, modeling a circular thumbstick, and merging parts into a single clean mesh for rendering.
Build a realistic Blender top frame by shaping quad-based topology, refining edge loops, extruding with vertex snap and center merges, and using mirror before subdivision for a smooth mesh.
Model and refine the front panel in Blender by adjusting vertices and edges, inserting edge loops, and extruding. Add a display with a glass black material and enable denoised render.
Finalize the front panel by tightening vertices, adding edge loops for support, and forming the d-pad and a b x y buttons; extrude and inset for a render-ready prop.
Model A, B, X, Y action buttons using cylinders, apply a boolean modifier to create holes, then refine vertices, edges, and faces with knife, merge, and subdivision for smooth detail.
Model a realistic d-pad in Blender by building from a cube, applying symmetry and boolean cuts, then bevel, subdivision, and crease to refine topology.
Model realistic button holes in Blender by adding edge loops and beveling vertices. Extrude and align faces for the headphone jack and status light, refining with knife cuts and subdivision.
Create a realistic fan grill for a blender prop by adding edge loops, forming holes, duplicating wings, and refining faces with subdivision and crease techniques.
Model the back grip in Blender by building the back plate with vertex extrusions and curved edge flows, refining topology with edge loops and a subdivision surface.
Model the back plate by aligning edges in top and side views, extruding thickness, adding edge loops for sharp creases, and refining with a mirror modifier.
Master topology review by matching front and back edge loops, adding edge supports, controlling subdivision, and refining the model in Blender across edit, view, and mirror workflows.
Model screw holes and back button housings in Blender by knife cuts, extruding faces, beveling, and edge loops with snapping to align vertices across front and back views.
Model rear button holes on a realistic 3D prop in Blender by extruding, inserting, and refining with edge loops, bevel, and subdivision.
Model a rear fan grill for a Blender prop by adding edge loops and holes, duplicating exhaust features, and refining with subdivision, normals, and knife work for a honeycomb pattern.
Build a realistic display by creating a honeycomb grille with the extra mesh add-on, adjusting rows, columns, and cell diameters, then apply display and Steam Deck materials.
Learn to model the front controls of a realistic Blender prop by creating a trackpad and steam button, duplicating geometry, refining with subdivision, and mirroring for a seamless, accurate fit.
Model a thumbstick as a half-sphere on a curved cylinder with a top touchpad, using subdivision and edge loops to add thickness and a bevel for a realistic Blender prop.
Model the top and action buttons in Blender using a cube, refine with edit mode and subdivision, and verify shape from front and top views before lighting and rendering.
Blender tutorial on creating a d-pad cross prop, starting from a plan and cube, using mirror, edit mode refinements, bevels, edge loops, and subdivision surface to match a reference photo.
Create a realistic touchscreen prop in Blender by modeling a thin display from a cube, using mirror, edge loops, subdivision, and bevel, then apply a touchscreen material and add screws.
Model realistic rear buttons by duplicating edges, shaping with transform orientation, flattening to axes, extruding along normals, adding edge loops, and mirroring to the side with a steam deck material.
Model the trigger button and bumper for a realistic 3d prop, tracing the D-pad housing in top and back views, then extrude, edge loop, and apply subdivision for smooth curves.
Create a realistic bumper button in Blender, shaping curves and cleaning edges with extrude, merge, and edge loops, then refine with proportional modeling and subdivision surface shading for final render.
Refine the Blender 3D prop with edge loops, pivots, and extrudes to add final details. Apply crease and edge supports to prevent light leaks and prepare for unwrapping.
Learn to unwrap a Blender prop for film, renaming parts, removing duplicates, mirroring, and packing uv islands with udim tiling for Substance Painter textures.
Unwrap and optimize UVs for a realistic Blender prop, continuing with live unwrap, seams, and pack islands to prepare a steam deck texture across UDIM tiles.
Explore practical unwrapping in Blender, using edge loops, seams, Smart UV, and vertex groups to curate islands and tiles, bridging the gap to Rhizome-style selection workflows for texture work.
Unwrap a Blender model into multiple UV tiles for a realistic three-dimensional prop, mark seams, adjust edge loops, refine textures, and prepare a single material export for Substance Painter.
Learn to set up a realistic 3d prop in Substance Painter, loading the model, applying tile workflow, auto unwrap, and bake mesh maps such as normal and ambient occlusion.
Learn Blender texturing for a realistic prop, using masking, tile masking, UV and planar projections, and layered color, roughness, and height to shape bezel, hexagon patterns, and buttons.
Learn to texture a Blender prop using layered fill materials, black masks, and procedural patterns—fabric and hexagon textures—with metallic finishes, normal and height tweaks, and planar UV projections.
Master advanced texturing in Blender and Substance Painter, adding roughness imperfections, grunge, and fingerprints with masks. Use triplanar tiling, edge wear, and color channels for realism.
Export textures in blender by pressing ctrl shift e to export maps like base color, roughness, metallic, normal, and ambient occlusion, using appropriate output templates.
Explore shading and rendering in Blender by wiring textures for roughness, normal maps, metallic, and base color into a unified shader, with UDIM textures and linear color management.
In this Blender tutorial, learn to improve a realistic 3D prop by adjusting lighting from all directions, applying fill layers, tile filters, and logo subtraction to reveal valve details.
Welcome, everyone! Get ready to take your 3D modeling skills to the next level with me, Hamidreza, a professional 3D artist and teacher. In this course, we will be creating a jaw-dropping realistic 3D asset for films using cutting-edge techniques!
We'll start by setting up our project like the pros and gathering top-notch reference pictures for our handheld console. Then, it's time to dive into the modeling process! We'll create the front part of our asset and make the action buttons and D-Pad's hole using boolean methods. But we're not stopping there - we'll also craft the back cover using vertex and face extrusion.
Next, we'll add the finishing touches by unwrapping the model inside Blender using the UDIM approach. This will give us the best possible texture quality to make our asset truly shine! After that, we'll export the model to Substance 3D Painter to start the texturing process.
With the new Baker to Bake Mesh-Maps, we'll learn how to make different materials for each part. But that's not all - we'll also create detailed dirt and dust to make the final product seem more realistic than ever before.
Then, we'll export our textures to use in Blender for shading. We'll go through the process of setting up our lights and camera after the Shader is configured. Finally, we'll create the final render shot after adjusting the render parameters.
Are you ready to take your 3D hard surface creation skills to the next level? This course is the perfect opportunity for you to gain the experience you need to create a clean, professional art piece that you can proudly add to your portfolio. So what are you waiting for? Join me at Victory3D and let's create something amazing together!