
Block in the cockpit of the spaceship in Blender by mirroring geometry, shaping window frames, adding vents and roof details, and preparing smooth shading with auto smooth.
Block in the ship hull by cleaning topology, adding edge loops, and making precise cuts with the knife tool. Mirror geometry and set sharp edges for a clean, hard-edged sidewall.
Refine the spaceship jet engine geometry by separating parts, deleting and dissolving edges, extruding and insetting, and preparing topology for subdivision, focusing on the front cone and texture-ready details.
In Blender, model the front area around the winch, using knife tools, bevels, and an array modifier; refine cables and grill for clean shading.
Model the front area of a sci-fi spaceship in Blender, creating a headlight-like inset with booleans, then mirror, smooth, and add chin and side details with extrude and knife tools.
Model the side hull of the spaceship by building and aligning edges with the knife tool, snapping vertices, and separating faces into smaller pieces.
Learn to model spaceship side panels in Blender using edge loops, bevels, and sharp edges to create curves and panel separation that match concept art.
Isolate the back faces, refine topology with the knife and edge loops, and add bevels and seams for clean, attachable spaceship geometry.
Inspect the model for gaps and seal geometry to make it airtight. Adjust edge smoothness with auto smooth before texturing in Substance Painter.
Open substance painter, create a project, enable auto unwrap with compute all for no uv data, bake mesh maps at 4k, and fix baking errors in blender before texturing.
Block in color by creating masked layers for the spaceship using a dark gray base and orange highlights, employing polygon fill and UV island selection with black and white masks.
Adjust the base color by lowering roughness and increasing metallic to achieve a shinier cockpit finish, then add a dirt layer with a dirt generator for subtle procedural grime.
Refine cockpit texture by masking and selectively painting on layers, isolating pipes with a 3d view highlight and visibility toggles, then copy masks to dirt details for seamless blending.
Use existing layers and the brush to draw seam lines on the cockpit frame, then mask the headlamp area, paint a circular bulb, and make it a shiny yellow metallic.
Learn quick texture detailing techniques for sci-fi vehicles in part 2, adding small details via masks instead of reworking geometry, outlining edges, coloring, and refining the back and exposed surfaces.
Paint masks and build a lime green stripe across the metal surface. Adjust roughness and gloss, set headlight colors, and use symmetry and polygon fill to tidy edges.
Add subtle sci-fi surface detail by improvising lines and decals beyond concept art, using the indent details layer, precise brush settings, polygon fill, and shift-guided straight lines.
Export textures and the mesh from Substance Painter, choosing templates for Unity, Unreal, or PBR metallic roughness for Blender renders, and utilize the automatic UV feature to ensure proper export.
This class will walk you through every step of taking a simple blockmesh model to final geometry and generating textures for a vehicle game asset.
In a real studio environment, blockmesh models may be provided by a concept artist who used it to generate concept drawings and renderings. Concept art of the spaceship will be provided to use as reference while modeling, creating an immersive project environment that emulates a real world 3D artist's work task.
The course is divided into 2 major sections: the modeling phase, and the texturing phase. Modeling will take place in Blender and texturing will be handled in Substance Painter. Rendering images of the final asset can be done in either programs using Substance Painter's built-in renderer or Blender's Eevee or Cycles rendering solutions.
After the end of the class, you'll have a stronger understanding of how game-ready art assets get made in the game industry. You'll also have something to put in your portfolio to showcase your knowledge of game asset creation.
The tools used in the class will be:
Blender
Substance Painter
While it would be helpful to know the basics of each program for following along the videos, there's a couple of things to do before getting started if you're brand new. Study the user interface and hotkeys cheat sheets for each program included in this class and spend a few minutes getting acclimated to the programs on your own. Once you get the hang of it, then dive into the videos.