
Turn a simple black mesh into final geometry and textures for a sci-fi vehicle game asset using Blender and Substance Painter, with concept art as reference in a studio workflow.
Model a spaceship in Blender by aligning a reference concept art with a split workspace, adding a flat reference view, and remodeling from a matched block mesh.
Block in jet engine shapes by creating inlets, inserts, and tubes, then refine with extruded geometry, snapping and welding, and apply a mirror modifier for seamless symmetry.
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.
Block in the spaceship front by laying edge loops, snapping and aligning edges, extruding surfaces, and removing faces; add a low-poly winch and mark sharp edges for proper normals.
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.
Model the side engine with clean topology, bevel edges, and strategic edge loops to support smooth subdivision and panel detailing for texturing.
Separate and refine the top engine components, add edge loops and bevels, extrude pipes along normals, and clean up topology for a sharp, cohesive spaceship engine.
Shape the cockpit area by refining pipes, matching angles, and using proportional editing to fit components, then inset, extrude, and delete faces for a flush cockpit.
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.
Extend the hull detail by adding edge loops, sharpening edges, and snapping vertices to corners; sculpt vents, fit window frames, extrude glass, and align with the concept art.
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.
Model the back of a sci-fi spaceship in Blender, shaping a rounded engine housing, welding pieces, and refining topology with edge loops, knife tool, and fill to match concept art.
Inspect the model for gaps and seal geometry to make it airtight. Adjust edge smoothness with auto smooth before texturing in Substance Painter.
Refine the sci-fi vehicle model by smoothing curves, sharpening necessary edges, and cleaning topology to prevent Substance Painter errors, removing overlapping geometry and readying for auto unwrap.
Clean up the engine topology, cut out a shape around the opening, extrude, and reduce external vertices to six edges, then connect to form quads and triangles.
Clean up and optimize the model by separating pieces, deleting extraneous edges, merging vertices, and reducing cylinder resolution, then adjust auto smooth settings to prepare the geometry for texturing.
Clean up overlapping or unwelded vertices on the sci-fi gun model, then export from Blender to Substance Painter and address baking errors and gaps through back-and-forth fixes.
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.
Block in the car’s metal colors in Substance Painter, dialing metallic and roughness, adjust base color with masks, and create a second darker metal layer while blocking main colors.
Texture glass windows on a sci-fi vehicle using Blender and Substance Painter, refining with low roughness and metallic for a glass look, then add a dirt layer with procedural 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.
Organize procedural textures by masking out the window dirt layer and keeping generators confined to intended surfaces, using the root and window group folders to prevent future layer clutter.
Texture the orange surfaces by adding a dirt layer with a generator, adjust roughness and opacity, and mask to limit effect to the orange areas.
Texture a sci-fi vehicle by layering dark gray base with dirt, applying maroon red accents via masks and a dirt generator, and grouping layers for realistic wear.
Apply dirt passes with masking on light metallic and medium gray surfaces, group layers, and refine with dirt generators for a realistic, non plastic look.
Learn detailed cockpit texturing with Blender and Substance Painter: paint near black surfaces, create vents, use masks and mirroring, adjust brush height and sharpness for depth, and refine holes.
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.
Texture overall details for the sci-fi ship using fills and masks, setting a black base color, and employing symmetry to sketch precise vent and side details with brush pressure.
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.
Texture overall details for a sci-fi vehicle in Blender and Substance Painter by painting height details, adding vents, lines, and raised features with masking layers.
Texture the winch and lower windows by creating masks, layering materials, and adjusting stripe-based patterns, dirt masking, glass highlights, and roughness for a shiny, realistic ship surface.
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.
Use the polygon fill tool to select faces, create a black alpha mask, and stamp stripe textures for the jet back opening; refine with the round brush and adjust roughness.
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.
Apply an overall dust layer and selective edge wear to the sci-fi ship using dirt and grunge textures, masks, and generators, then refine with metallic accents and masking.
Apply curvature and world space normals generators to add subtle dirt and weathering, using texture opacity, brightness, and roughness controls to create realistic wear on a sci-fi ship.
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.