
Refine the head and torso in 3d modeling software with shade smooth, use cylinders for form, apply transforms, and enable autosmooth for sharp edges as you mirror the mesh for efficiency.
Model the antennae with a low-detail six-sided cylinder, extrude up to a 90-degree turn, refine to maintain quads, and attach to the head for later texture in Substance Painter.
Mark seams to guide UV unwrapping in Substance Painter, balancing automated unwraps with strategic edge placement. Identify sharp and seam edges, armpits, material breaks, and limb loops for clean flattening.
Organize your robot's geometry by grouping and renaming objects in the hierarchy, preserving modifiers and the mirror effect, and joining parts to prepare for animation and texture painting.
Organize low poly and high poly objects with matching names by appending _low and _hi, then export both sets as sbx and fdx for baking in Substance Painter.
select metal and rubber options from the smart materials shelf to define the robot's primary materials, then mask and use the polygon fill tool to refine rubber on chosen surfaces.
Apply height painting to the head, refine seams and details with layers, masking, and symmetry to ensure the concept remains intact and mirrored on both ears.
Height painting the torso guides creating a new layer, applying concept-art details with symmetry, adding seams and refined chest features to translate a 2D concept into a richer 3D form.
Rig a character by adding an armature and root bone, extruding and naming bones with underscore l and underscore r, then mirror to the right for a flexible skeleton.
Lower the torso to allow leg bending, raise the arms, and manually set up the legs while tweaking shoulders and head for a quick render and a simple backdrop.
When it comes to most 3D art, it all begins with a piece of concept art. Something you drew up yourself, a piece of art you found online, or perhaps one given to you at work.
In this project-based course, we'll be starting with a simple shaded drawing of a retro sci-fi themed robot.
With the concept art at hand, you'll begin interpreting and translating it to 3D as faithfully as you can. Then add additional details to fill in the gaps left by the concept art. Choose your own materials and colors, decals and weathering effects to bring the 3D art closer to life. Hook it up to a simple rig and give a dramatic pose, then top it off with equality dramatic lighting. Finally, render out the final image.
By the end of this project, you'll have brought a flat 2D concept art to life as a fully realized 3D art.
In order to help you accomplish all of that, this course will guide you through the following major steps:
Modeling hard surface character from concept art
Converting low poly mesh to high poly mesh
Baking high poly mesh to low poly mesh
Photoreal texturing of hard surface character
Rigging and setting up a dynamic character pose
Cinematic photo studio lighting and rendering
The tools we'll be using are:
Blender 2.9
Substance Painter
A summary of the skills you'll end up with after the course:
Ability to translate concept art to 3D
Knowledge of photoreal texturing techniques
How to pose and light characters for beautiful renders