
Download and install the addons (free) used in this course, read carefully the .txt files and check the official addons webpage only.
Learn the basic layouts before starting with the course, to understand better workflow concepts.
In this quick demo lesson, I’ll give you an overview of the full workflow you’ll be learning. Most of the key steps are simplified, so think of this as a preview of the process using a real game asset
Model blade clamps for stylized game assets using Blender and Substance Painter workflows. Explore practical modeling techniques for clean mesh, accurate proportions, and seamless asset integration.
Back up and organize a Blender sculpture workflow by renaming parts, creating high poly and low poly folders, and planning remesh and sculpting steps for game-ready assets.
Learn stylized sculpture techniques in Blender and Substance Painter, as part 2 of the sculpture series for game asset creation.
Master low poly optimization techniques and UV unwrapping fundamentals for stylized game assets in Blender and Substance Painter, part 1.
Master low poly optimization techniques and uv unwrapping workflows in Blender and Substance Painter to craft stylized game assets.
Master low-poly optimization techniques and UV unwrapping workflows for stylized game assets, using Blender and Substance Painter in 2026.
Bake textures in Substance Painter by transferring high-poly details to a low-poly model using mesh-name matching and cage distance settings, producing 2k–8k maps with normal, vertex color, and ambient occlusion.
Create a starting base material for stylized texturing in Blender and Substance Painter, with edges, curvature, and baked lighting. Use material instances across texture sets with ID maps for consistency.
Advance stylized game asset texturing by applying techniques in blender and substance painter, building on part 1 to create cohesive, vibrant textures.
Advance your stylized game asset texturing with part 3, using Blender and Substance Painter to create cohesive textures.
Produce portfolio renders and finalize the course with ready-to-use project files, applying stylized game asset workflows in Blender and Substance Painter.
In this course you will learn the complete workflow used to create a stylized game-ready asset from start to finish. Using a stylized axe as the main project, you will follow the full production pipeline commonly used in game art, starting from a simple sketch or concept and developing the asset step by step while understanding the reasoning behind each stage.
You will begin by modeling the axe in Blender based on a concept sketch, establishing the main shapes and preparing the model for sculpting. The course then moves into a real-time sculpting stage where design decisions are explained while refining the shapes and correcting forms directly during the process. After the high poly version is complete, you will create the optimized low poly model, preparing it to be game ready while building clean UVs and organizing the mesh properly.
Once the model is ready, you will learn how to bake the high poly details onto the low poly mesh in Substance Painter. The course then focuses on stylized texturing, explaining the full process step by step while creating materials, color variation, and surface detail. Finally, you will export textures prepared for Blender, Unity, and Unreal Engine, organize your project using proper naming conventions and folder structure, and create simple renders in Blender that you can use to present the final asset in your portfolio.