
Create a coworking space scene in Blender from blueprints and reference images, UV map objects for FBI file export to Substance Painter, and render with Cycles and e.V. render engine.
Learn to set the proper scale in Blender by sizing a floor plan and door to metric measurements, adjust origin points, and extrude walls using reference images.
Learn wall creation in Blender by inserting edge loops, extruding faces with the E key, bridging edge loops, and using a boolean modifier to cut windows and doors.
Learn to align interior wall edges in Blender using the top orthographic view, select edge loops, scale in the Y axis to zero, and bridge edge loops for straight walls.
Align walls in blender by adding edge loops, extruding walls, and using transform fields to copy exact positions, while applying scale for uniform widths.
Continue with the walls by extruding, aligning edge loops, and bridging faces in Blender, then use the boolean modifier to create windows and door openings.
Apply the boolean modifier to cut door and window openings in walls using a window door cutter object, adjusting placement and viewing results in real time.
Learn how to create wall openings in Blender using the boolean modifier and cutter object, duplicating and aligning door and window openings while locking axes and adjusting scale.
Learn to create and align window and door openings in blender using cutter objects and boolean modifiers. Then add a floor, enable walk navigation, and adjust gravity for realistic navigation.
Begin by selecting the window face loop in edit mode, duplicating and separating it into a new object, then extrude, bevel edges, and bridge edge loops to create the frame.
in blender, finish window frames by aligning to the floor plan, adjusting origin to geometry, and duplicating frames with a center pivot; then create two-panel openings and replicate them.
Learn to create office door openings in Blender by selecting faces, using edge loops, extruding and beveling edges, and duplicating frames for multiple openings.
duplicate and place door frames in the office openings using the top view, wireframe, and vertex select, then rotate, center, and align edges for accurate door placement in Blender.
Master creating a doorframe in Blender for Substance Painter by isolating the object, duplicating, centering, deleting faces, and applying a mirror modifier with clipping for a seamless, ready-to-use frame.
Inserting the door frames teaches how to create door openings in walls using edge loops and boolean modifiers in Blender, place frames, and prepare for eventual office doors.
Fit a door to the opening and inner doorjamb, create a centered hole, bevel edges with uniform scale, and apply auto smooth for clean shading.
model a door handle in Blender using cylinders, extrudes, and rotations; set the origin to the hinge edge, adjust the 3d cursor, and apply a bevel.
Learn to model a door lock in Blender, creating the lock cylinder, keyhole groove, and bevels, then duplicate and mirror to fit multiple doorways.
Place doors around an office scene in Blender, fix smoothing artifacts with sharp edges, and organize the project with collections for windows, doorframes, and doors while applying auto smooth.
Model closet doors in blender by building a frame, adding two doors with a center seam, and crafting tubular handles from a bent curve, then duplicate for the other closet.
Convert closet door curves to meshes, join handles with the doors, adjust resolution for clean polygons, duplicate and align doors, then build a frame around the doorway.
Create a kitchen island from Blender: align hinges by adjusting object origins to open doors, then use an array modifier to place nine evenly spaced cabinets.
Model cabinet handles in Blender by creating a cylinder, extruding, and mirroring for symmetry; apply rotation and scale, add edge loops, smooth shading, and organize into scene collections.
Begin the kitchen counter in Blender by importing reference images, blocking a placeholder fridge, and shaping by extruding with edge loops. Use an array modifier for cabinets.
Block in kitchen cabinetry and appliances from a reference image, including a fridge and ice machine, then extrude, scale, and bevel to refine drawers and sink openings.
Design and place kitchen cabinet and ice machine handles in Blender by duplicating parts, adjusting scale and origin, and beveling countertop edges for realistic details.
Fix smoothing errors by turning long polys into quads with the knife tool, insert edge loops via bevel, and adjust auto smooth for cleaner shading.
Organize the Blender scene by cleaning the outliner, renaming objects, and creating collections for kitchen counter, ice machine, kitchen cabinets, and drawer polls to streamline placement.
Model the end tables in Blender by starting with a cube, beveling edges, extruding faces, and using mirror and clipping to create a realistic frame.
Model a sofa in Blender by blocking with basic shapes, referencing multiple views, and refining with bevels, edge loops, and the mirror modifier.
Create a stool seat in Blender by drawing a curve, refining with subdivision, converting to a mesh, extruding to width, and applying solidify and smoothing for a finished look.
In Blender, continue stools by modeling the legs from cubes, aligning and beveling edges, using the 3D cursor and origin tricks, then preparing a curved foot rest for the bottom.
Create a stool by starting with a circle, subdividing it, shaping it to intersect legs, converting to a mesh, beveling and smoothing, setting origin, naming, duplicating, and adding irregular placement.
Begin with reference images and a plane, then extrude and mirror to form the chair. Refine with clipping, subdivision, and quad view adjustments as you go.
Continue chair modeling in Blender using proportional editing to shape the seat and back, then add thickness with solidify and refine with mirror and subdivision surface modifiers.
Create the chair by adding an edge loop for indentation, adjust and smooth edges with proportional editing, and verify modifier order for clean mirror and subdivision results.
Model a chair's feet as cylinders, bevel edges for realism, and manage modifiers and origin placement to join components into a cohesive, realistic prop.
In Blender, build a table from a cube and cylinder legs, mirror the legs with a centered origin, add feet, and cut a hole in the tabletop for cords.
Create a panel inside the table with a boolean modifier on a scaled cube, bevel and apply scale, then craft a rug with trim and ensure feet sit on top.
Learn to model a curved chair in Blender by creating a path, extruding to form the seat, converting to a mesh, adding thickness, and refining the back cutout.
Blender chair modeling uses the solidify modifier to add thickness, mirrors the mesh, and adds extrudes and edge loops for a smooth chair; cushions use solidify and subdivision surface.
Route a tube along a path under the chair to form the arms, mirror it, and shape the armrest with a cube using a subdivision surface modifier for smooth form.
Model the five chair legs in Blender using a 15-sided cylinder as the center column, duplicating and extruding legs with even spacing.
model chair wheels in Blender by creating a cylinder, applying subdivision surface, adding loops and insets, extruding and solidifying, then merging with the leg using the 3D cursor as origin.
Finish the second chair by assembling wheels and legs, beveling edges, smoothing with subdivision and auto smooth, converting to MASH, applying modifiers, and placing two chairs in the scene.
Learn to clean up your scene and batch rename multiple objects in Blender using the batch rename tool, adding prefixes or suffixes and handling duplicates, then organize into collections.
Begin the third chair in blender by modeling the seat and arms, apply a texture for the see-through back, and build the frame, legs, and casters with modifiers.
Create and refine the chair arm rests and back by duplicating geometry, extruding, scaling, and applying mirror and subdivision surface modifiers for a symmetrical form.
Shape a polygon plane in Blender to form the chair back frame, select faces with circle select, extrude, apply proportional editing, then solidify and separate parts.
Refine the chair proportions in Blender by expanding the mesh, using the mirror modifier, and extruding to connect components; add wheels, adjust scales, and align edges for a cohesive model.
Finish the third chair by applying bevels, mirror modifiers, and the solidify modifier, then align edges and scale to fit the desk before duplicating around the offices.
In Blender, populate office scenes by organizing furniture into collections, duplicating chairs and desks from reference images, and arranging conference rooms with controlled snapping and precise scaling.
Explore Blender workflow to model a refrigerator door, using reference images, cylinder modeling, extrusion, beveling, and solidify modifiers.
Finish a refrigerator scene by modeling door handles with cylinders, applying solidify and bevels, using booleans to cut into the door, and refining proportions for a realistic look.
Model a kitchen faucet in Blender by extruding along a path, converting curves to meshes, and refining with bevels, bridging edge loops, and auto smooth shading.
In blender, finish a faucet by reducing poly count through dissolving edges, add a cylinder with a boolean modifier, bevel edges, and merge parts to place it on a sink.
Learn how to model a coffee machine in Blender by building main parts from a cube, extruding faces, and splitting into multiple objects to add edge loops.
Finish a coffee machine in Blender by refining geometry, beveling edges, insetting details, and building a screen frame, then add feet and prepare for texturing with Substance Painter.
Create drop ceilings in Blender by duplicating and scaling ceiling objects, guided by references to fit the rug and kitchen counter, then add crossbars with edge loops, bevels, and extrusion.
Model three kitchen hanging lights in Blender using cylinders, extrusion, bevels, and thickness, achieving a chrome look, then duplicate and place them to gauge scale with reference images.
Model large hanging lights in Blender using cylinders, refine shape with extrusion and scaling, shade and smooth, organize into a collection, and place them along the kitchen drop ceiling.
Model air vents in a drop ceiling by isolating ceiling tiles, extruding and boolean-cutting holes, adding thickness, and duplicating vents for accurate placement.
Place and align canister lights in the drop ceiling and kitchen overhang, create canister geometry, and cut holes using a boolean difference, while organizing vents and walls for clean organization.
Learn to model conference room glass by creating windows and a door in Blender, using the array modifier, and trim details, organizing pieces into collections for later materials and lighting.
Add glass for windows and doors with thickness for refractions, duplicate and place them across the scene, and organize in an office windows collection before uv mapping in substance painter.
Unfold a 3D office desk into a 2D UV layout using smart UV project and unwrap, apply scale, and test with a checker pattern to reveal seams.
Learn UV mapping for stools with smart UV project, unwrap, and seam marking, then pack islands and transfer texture maps across stools for consistent textures in zero-to-one space.
Map the conference room chairs in blender using smart uv project and manual seams, adjust unwrap method, apply scale, and pack islands before transferring textures to all chairs.
Create clean UVs for end tables in Blender by applying scale, separating parts to remove mirrors, using smart UV project or conformal unwrap, and packing islands for consistent textures.
Master chair and sofa uv mapping by marking seams, unwrap, and using smart uv for curved areas to ensure smooth texture flow, pack islands, and apply mirror modifier for consistency.
The lecture walks through refining a chair scene in Blender, applying scale, unwrapping UVs with seams, and testing textures on light fixtures and a drop ceiling.
Learn to texture kitchen and cannister lights in Blender and Substance Painter by splitting into individual parts, applying textures with smart UV projection and seams for optimal texture resolution.
Explore UV mapping the kitchen using Blender and Substance Painter, applying smart UV project, marking seams, unwrapping, and transferring texture maps for clean, seam-controlled materials.
Finish the UV mapping in Blender by applying scale, using smart UV project, and transferring UV maps to walls, doors, and windows, then prep and bring textures back into Blender.
Texture the model in Substance Painter using PBR textures, export color, metallic, roughness, and normal maps, and import them back into Blender to assign textures to materials.
Import your object into Substance Painter, bake texture maps, and apply vertex-colored masks to assign metal and cedar materials to the legs and tabletop.
Refine textures in Substance Painter by adjusting grain, smoothing heightmap and normal maps, and tweaking color and lighting, then export a Blender PBR template with dithering at 2048 textures.
Finish the end table in blender by applying base color, metallic, roughness, and normal textures, then prepare vertex colors for the chair and export to Substance Painter.
Texturing a chair in Substance Painter by baking mesh maps, using vertex colors to define leg and fabric groups, and exporting Blender-ready textures with color, metallic, roughness, and normal maps.
Learn to prepare a coffee machine model for Substance Painter by optimizing UV islands with padding, assigning separate materials and vertex colors, and exporting as SBX for texture painting.
Texture the coffee machine and its screen in Substance Painter by baking maps for two texture sets, then apply metal, plastic, chrome, and rubber using vertex color and masks.
Apply an image texture in Substance Painter by importing it, assigning to base color, and adjusting rotation, offset, and roughness to control reflections, then export for a Blender pbr workflow.
Discover how to build a hanging light with an emissive texture in Substance Painter, assign vertex colors for chrome, black, and bulb, and export the mesh from Blender for texturing.
Create and apply an emissive texture map to a hanging light in Substance Painter, export textures with Blender PBR template, and implement base color, roughness, and emissive maps in Blender.
Learn to mirror a chair piece without the modifier using a 3D cursor pivot, adjust normals for see-through geometry, and prepare vertex colors for export to Substance Painter.
Learn to use an opacity channel in Substance Painter to reveal alpha through a material, view alpha in the viewport, and export textures for Blender.
Bring textures into Blender, enable the alpha channel, switch to alpha hashed, and use a mixed Principled BSDF and Transparent BSDF to drive transparency via the alpha.
Master adjusting mask tolerances in Substance Painter to cleanly separate adjoining textures on a single model using color selection and vertex colors.
Apply vertex colors and multiple materials to a chair in Blender, then transfer to Substance Painter to bake textures, adjust roughness, and export with a PBR template.
Learn to select, group, and export multiple kitchen objects as a single FBX from Blender, applying and organizing materials, vertex colors, and correct normals for seamless Substance Painter texturing.
Bake all texture sets at 2048 with anti-aliasing to generate mesh maps and ambient inclusion; texture the granite countertop and appliances with chrome, stainless steel, and plastics.
Export textures for multiple objects in a Blender and Substance Painter workflow, selecting folders and resolutions, and organizing cabinet and fridge textures.
Apply textures to kitchen objects in Blender by assigning base color, metallic, roughness, and normal maps to each material, then refine reflections and lighting for realism.
Apply vertex colors and materials to ceiling tiles, frames, and drop ceilings in blender using vertex paint and UV editing for selection, then export grouped objects as a single file.
Create a textured drop ceiling in Substance Painter by baking texture sets, scaling tiles, and copying materials to the smaller ceiling while exporting textures for Blender.
Enable the node wrangler add-on in Blender and use the add principled texture setup to apply textures to the BSDF shader, with texture coordinates and a vector node.
Create two floor materials in Blender: wood for the main area, and gray carpet for offices, using two objects, duplicating geometry, and applying smart UV project before exporting textured floor.
Bake 40x96 floor textures in Substance Painter for carpet and wood, adjust UV scale and wood orientation, export textures, and apply them in Blender with node-based shaders.
Add spotlights in Blender to illuminate hanging lights and canisters, adjust power and falloff, and group lights; switch to Cycles for realistic glass rendering and enable GPU rendering.
Explore creating a glass material in Blender, tweaking transmission, reflectivity, and roughness, and compare Cycles and Eevee lighting with area lights for realistic renders.
Set up and align a camera in Blender to a desired view, adjust focal length from 50 to 35 millimeters, and render with lighting tweaks and denoise to reduce noise.
apply the denoise filter in blender's compositor to reduce noise in cycles renders, using image, normal, and albedo data with a viewer for preview.
Switch from cycles to Eevee, enable ambient occlusion, bloom, screen space reflections, and refractions; use reflection planes to simulate glass reflections, then compare render speed and realism for each project.
Explore a powerful Blender and Substance Painter pipeline for creating environments in animation, architectural visualization, and games, with fundamental tools and techniques introduced for each program.
Explore how to use reflection cube maps in Blender to bake indirect lighting and improve reflections on a refrigerator, coffeemaker, and faucet, balancing with screen space reflections.
Experiment with auto uv unwrap in Substance Painter (beta), enable recompute all, bake 2048 textures, and review 3d and 2d movie map results; export textures and the model for Blender.
Would you like create realistic environments for animation, architectural visualization, or games? Then check out "Scene Creation with Blender and Substance Painter."
In this course you will learn how to:
Use Blender's modeling tools and modifiers
UV map 3D objects in Blender
Prepare 3D models for export to Substance Painter
Create realistic PBR textures for 3D models in Substance Painter
Create an Export Template in Substance Painter to be used for Blender
Apply PBR textures in Blender
Add lights to a scene in Blender
Render a scene using both the Cycles and Eevee render engines in Blender
We will go over Blender’s modeling toolset and use blueprints to build up the walls, doors, and windows of the scene. We also will use reference images to help us model each piece of furniture in the various rooms.
You'll learn how to UV map 3D objects and how to prepare each one for export to Substance Painter as an FBX file. In Substance Painter we’ll create realistic PBR textures for our models, and you’ll learn how best to set-up those textures for use in Blender.
After we add the textures in Blender, we will begin working on the lighting. We’ll add spot lights and area lights to the scene and we will render the scene out using both Blender’s Cycles render engine, and the new Eevee render engine. You’ll see the differences and benefits of both.
All the project files are available for download, as well as all the reference images.
Start creating your own 3D environments in Blender. Get "Scene Creation with Blender and Substance Painter" today!