
Learn to craft a stylized knight for cinematics using Blender and Unreal Engine, from simple shapes to sculpting, armor, texturing, rigging, and final rendering.
Explore the stylized knight workflow from box modeling and sculpting to retopology and unwrapping, then texture with hand-painted and PBR mixed workflows and Rigify posing.
Download a complete asset pack for stylized knight cinematics in blender, with FBX meshes in various poses, a rigged character, cape, textures, and unreal engine-ready caches for practice.
Get ready to model in Blender by mastering navigation and viewport controls, enabling essential add-ons like F2 and Rigify, and configuring input and hotkeys for efficient blocking and unwrapping.
Create a stylized knight block-out in Blender by building basic shapes, applying subsurf, adjusting measurements in cm, and sculpting torso, head, neck, and limbs with symmetry.
Finish the block out for the stylized knight in Blender by blocking the torso, arms, hands, and head with precise scale, orientation, edit mode, subsurf, edge loops, and mirroring.
Block the head in sculpt mode, increase subdivisions with subsurf modifiers, and use clay strip, grab, crease, and smooth brushes to shape a chibi knight head with symmetrical silhouette.
Add two uv sphere eyes to a stylized knight in Blender, adjust iris position, sculpt eyelids and ears, remesh and refine the jawline and eye geometry for an expressive character.
Add eyebrows and ears to a stylized knight head in Blender, using edit and sculpt modes, extrusion, vertex merging, symmetry, remesh, and modifiers to shape and refine the silhouette.
Adjust body part sizes and refine topology to prepare the knight model. Create hair strands with bezier curves, drawing on the surface, and tweak profile, resolution, and caps.
Design and refine the character's behind-the-head hair by duplicating the top hair, shaping with tangent surface, and using proportional editing, mirroring, and vertex adjustments for a smooth, layered look.
Add hair below the head and around the neck for a stylized knight, duplicating and mirroring strands, adjusting size, and refining with edit mode and brush settings.
Sculpt the knight’s body in Blender by elongating the torso, lowering the shoulders, shortening the legs, and defining chest and back muscles with face sets and a mirror modifier.
Continue sculpting the knight's hand and forearm in Blender, refining fingers, palm, and forearm with grab and clay strips brushes, using face sets and remesh.
Refine the knight sculpt by widening the torso, making the chest muscular, and adding back muscles, then apply subsurface scattering and HDRI lighting to render in cycles.
Build the helmet as armor in Blender using a reference image, block out with a cube, extrude and merge vertices, then mirror for symmetry to form the base mesh.
Learn to sculpt and model a stylized knight helmet in Blender by extruding from the front view, adding edge loops, mirroring, beveling vertices, and refining thickness with solidify.
Begin the cuirass by shaping a cube in edit mode, extruding and moving vertices, then refine with mirror, subdivision, and a solidify modifier to form the chest armor.
Create a stylized knight cuirass in Blender by modeling the chest and back plates, adding a shoulder piece, and using extrude, edge loops, mirror and solidify modifiers.
Design and refine a stylized knight shoulder armor in Blender by extruding segments, adding edge loops, applying solidify thickness, and mirroring to align with the torso.
Develop the tassets armor for a stylized knight in Blender by modeling from planes, applying subsurf and solidify modifiers, extruding and refining edge loops.
Learn to build the front piece of stylized knight armor in Blender using plane and sphere primitives, mirror modifier, knife cut, edge loops, and extrude workflows.
master the sabaton top section in blender by modeling with mirror modifiers, knife cuts, extrudes, and edge loops, then refine with solidify and precise front view adjustments.
Build the leg armor from cylinders or subdivided cubes, sculpt and refine with edge loops, then use mirror, solidify, and bevel to fit the knee area.
Build the back armor by duplicating and mirroring pieces, extruding and refining edges, then apply solidify and clipping to create a cohesive, waist-attached back piece.
Craft the right hand armor in Blender by transforming a cube into a stylized piece using bevels, edge loops, duplicates, and extrudes, while refining joints and normals.
Build the left hand armor in Blender by editing vertices, scaling, beveling, adding edge loops, duplicating parts, rotating and moving, and adjusting flow for a curved stylized look.
Learn to sculpt a stylized knight front piece in Blender, adding fabric and armor details, duplicating and mirroring parts, and applying edge loops and solidify.
Model chest armor from a cube, using subdivision and a mirror with clipping to form a curved front piece. Add edge loops and solidify thickness for final shaping.
Develop the shoulder decoration in blender by shaping a base piece, applying subdivision surface, adjusting vertices across front and side views, duplicating and positioning feathers to form armor.
Refine a stylized knight shoulder decoration in Blender by duplicating, scaling, and moving feather-like pieces, deleting stray vertices, and adjusting curves; next, sculpt the front strap.
Finish the shoulder decoration by modeling a belt and front accessories, aligning components in front view, adding subdivision, bevels, solidify thickness, and refining edges using extrude operations and edge loops.
Develop a stylized knight shoulder decoration in Blender using tight edge control, crease, edge loops, and proportional editing, testing with subdivision to achieve a smooth, natural fit.
In Blender, adding pieces of fabric to a stylized knight involves creating a cape, adjusting geometry with proportional editing, edge loops, and subdivision to achieve realistic folds and creases.
Create a stylized knight cape in Blender by starting with a circular base, shaping with edge loops and bevels, applying mirror and solidify, then prepare for subdivision and sculpting.
Apply subdivision to a low-poly knight mesh with a subsurf modifier, crease edges, and add edge loops with a mirror to create clean topology for multires subdivision.
Apply solidify and subdivision with subsurf and multires to sculpt the knight armor, adding sharp edges, creases, and ledges while mirroring and refining topology with loops, bevels, extrude, and inset.
Craft a stylized knight model using subdivision surfaces, a mirror with multires, edge loops, creases, and strategic extrusions to produce a smooth, leafy decorative form.
Continue adding subdivision to the armor's middle section and replace with a cube-to-sphere shape to achieve a clean topology in Blender.
Learn a subdivision workflow in Blender to shape a stylized knight piece. Create topology using subdivision surface, multires, and mirror, with edge loops and extrusions to form bolts.
In this time lapse, add subdivision to the armor boot part by selecting edge loops, applying creases, and subdividing, while adjusting screws and creating a round bolt detail.
Add subdivision and clean up the forearm mesh by deleting stray geometry, refining vertices and edges, beveling a vertex, and adding edge loops to improve topology.
Continue detailing the stylized knight by applying subdivision to the right hand armor and shoulder decorations, adjusting transforms with alignment and proportional editing to shape the helmet and horns.
Master stylized knight modeling in Blender by building edge loops, beveling vertices, extruding faces, applying subdivision surfaces, and refining topology for the helmet horns and dress.
Watch a time-lapse on making the gambeson, the dress beneath the armor, from the sculpted body and duplicated for retopology. Gloves are removed as the plan evolves.
Model a rain guard for a stylized blade in Blender, using extrusion, edge loops, a mirror and solidify modifiers, then refine with proportional editing and subdivision for a polished look.
Learn to model a stylized sword handle in Blender by building from a cube, adding edge loops and bevels, and refining with subsurf, mirror modifiers, and proportional editing.
Learn to model the sword handle in Blender, adding a cube, aligning to view, beveling edges, filling faces, and refining with sculpting for a stylized knight.
Model a stylized knight sword blade in Blender by widening the blade, refining edges with edge loops, and shaping the handle and guard using mirroring, proportional editing, and subdivision.
Apply proportional editing to shape the knight's sword model, refine edge loops, and transition geometry with mirror, clipping, and subdivision, preparing for sculpting in the next part.
Learn to sculpt knight armor in blender by building a base mesh, applying low/high poly subdivision, and adding hammering damage with scrub brush and varied falloff.
Set up the brush and subdivisions to start sculpting armor in Blender, using multires, area plan, and smooth mesh filter to hammer and shape edges, with front face enabled.
Refine the knight armor in Blender using ZBrush, screen-space cavity shadows, depth of field, isolation, plan-enabled sculpting, symmetry, and subdivision to shape belts, buckles, and edges.
In this lecture, adjust the knight’s boots in Blender by refining topology with edit mode, multires subdivision, crease and edge loop control, and mirror techniques.
Sculpt the armor by adding damage to the boot using the scrub brush, creating a dent and a ring, with a time-lapse workflow and plans to tackle the helmet next.
You adjust and sculpt the knight's helmet by refining edge loops, extruding and moving vertices, dissolving unwanted faces, cap holes, applying multiresolution subdivision, and smoothing creases with brush-based sculpting.
Shape the knight's armor in Blender using sculpt mode, refine edges to 0.5, sculpt gambeson, dress, gloves, and back leather armor, and apply brush-stroke damage.
In this lecture, students refine a stylized knight model in blender by adjusting proportions, adding armor details with proportional editing, edge loops, bevels, and solidify, and mirroring for symmetry.
Create leather armor pieces from the leg to the upper body using shrinkwrap, mirror, and solidify modifiers, and perform on the fly retopology and extrusion for a stylized knight.
In Blender, you model the upper leather armor for a stylized knight by duplicating and shaping pieces, applying solidify, shrinkwrap, and mirror, then refine with multires subdivision.
Add details to the knight armor by duplicating faces, extruding and solidifying parts, then refine with edge loops, subdivision, multires, and sculpting for symmetry and texture.
Refine left hand armor in edit mode by cleaning edge loops, bridging and dissolving edges, inserting middle edges, flattening with proportional editing, and applying multires to check with subdivision surface.
Sculpt the sword in Blender by refining the blade, rain guard, and handle using bevels, loops, and multires subdivision; organize parts, apply mirror, and check topology for clean subdivision.
Explore sword sculpting part 2 for a stylized knight in Blender as this time-lapse lesson adds damage and edge details to the sword, with armor adjustments and retopology preparation.
Refine the stylized knight in Blender by baking high-poly details to the low-poly model, then sculpt the gambeson, hips, and armor, using masking, deflate/inflate, and symmetry workflows.
Mirror stylized knight armor pieces across the global X after repositioning origins to cursor and center mass, then adjust scale and rotation for a precise fit.
Adjust the stylized knight model in blender by resizing the head and helmet to match the concept, aligning the feather decoration, armor pieces, and refining sculpted details.
Resize and align the stylized knight in Blender to 1.1, clean the outliner, isolate parts for measurement, then sculpt the hands and prep for retopology.
Combine body parts into a cohesive sculpt, increase topology density for the hands and forearms, then remesh, smooth, and apply mirror and face sets for accurate alignment.
In adjustment part 6, refine the hand by repositioning and rotating the thumb and nail, using sculpt mode with topology and brush, then apply a mirror.
Join leg meshes, mirror to the opposite side, and rebuild all subdivision levels with multires. Sculpt, retopo, and adjust with masks and transforms to refine armor and weapon details.
Practice head sculpting for a stylized knight by refining the nose, lips, and eye area in front view, preparing retopology, and maintaining symmetry while adjusting neck width and jaw shape.
Refine a stylized knight in blender by smoothing features, shaping the face, adjusting the eyes, and applying remesh and retopology for a clean low-poly look.
Adjust the knight’s armor and gambeson in Blender by editing and combining meshes, applying multires subdivision, sculpting with symmetry corrections, and preparing for retopology and shrinkwrap.
Adjust the parts by copying and shrink wrapping the meshes, aligning the low poly mesh with the high poly mesh, and rebuilding subdivision using the second mesh as the target.
Merge armor parts in Blender, match five levels multires subdivisions across pieces, join objects, and manage naming, orientation, and final prep for rigging.
Prepare the character for retopology in Blender by centering the model, applying symmetry, refining joints and eyes, and using remesh, smoothing, and brush adjustments.
Learn the face retopology workflow in blender with the b surface add-on, shrink wrap, and snap to surface, using annotation brushes to shape eyes, nose, and lips.
Master face retopology for a stylized knight in Blender by building lip edge loops, mirroring, bridging loops, and refining verts with extrude and subdivision surfaces.
Master face retopology for a stylized knight by building edge loops around the lip, eye, and neck, bridging edges, and refining topology with sculpt and subsurf workflow.
Perform face retopology in blender by refining eye edges, nostrils, and neck with edge loops, shrink wrap projection, grid fill, and sculpt smoothing toward body retopo and hands.
Add and refine body edge loops for the stylized knight, including loops around the nose, chest, deltoid, waist, and legs, using edge loop tools and subdivision.
Create finger joints in Blender by adding circular profiles, duplicating and aligning them, and using edge loops and bridges to form the hand topology.
Master hand retopology in Blender by extruding edge loops, merging vertices, and applying shrink wrap to refine the stylized knight geometry for cinematic results.
Learn body retopology in Blender by filling gaps, connecting loops, and stitching topology using F2 and extrude techniques, demonstrated in a time-lapse workflow.
Master body retopology in blender by adjusting and rerouting loops and applying finishing touches to the body, demonstrated in a time-lapse retopo video.
Create a new gambeson and hair for a stylized knight in Blender by retopologizing, applying subdivision and shrink wrap, adjusting edge loops, and preparing unwrapping.
Unwraps a knight arm in Blender by marking seams, selecting similar creases, and creating cuts, then builds a udim tiled texture atlas for a 2048 by 2048 color grid.
Continue armor UV unwrapping in Blender, using crease-based seams, cutting edges, and unwrapping parts; pack them into a single tile to keep UVs compact.
Master body UV unwrapping in Blender, assigning each part to its tile and using mirrored seams for the head, eyes, brows, gambeson, and hair. Pack across UDIMs.
Master body uv unwrapping in Blender, applying the mirror modifier, packing islands to active tiles, marking seams, and preparing low-poly and high-poly bakes for Substance Painter.
In this texturing lecture, apply textures to a model using the painter, UV 2D/3D views, texture sets, and play with channels like base color, metallic, roughness, normal, and height.
Explore baking mesh maps in Substance Painter, using udim uv tile workflow, matching high and low poly meshes, and baking normals, ambient occlusion, curvature, and position maps per material.
Master masking in Blender by creating two materials with fill layers and white/black masks, using anchor points, path tools, and symmetry to paint precise borders between gold and silver armor.
Create a hand-painted texture by building gold and silver folders, applying masks, curvature, ambient occlusion, and UDIM workflow color controls for flexible material edits.
Texture the shoulder decoration in Blender by layering gold and fabric textures, painting shadows with brushes, applying triplanar noise, curvature, and level masks to create a stylized knight piece.
Texture the upper body armor in blender, adjusting shadows, mid-tones, and highlights with the smudge brush, bake per-piece textures, and vary colors from silver and blue to gold.
Texture the left arm of a stylized knight in blender by painting shadows and highlights with brush and smudge, refining curvature and masking leather bands and gold details.
Texture the lower body armor by layering gold shadows and silver highlights with brushes and masks. Fine tune curvature on legs and waist with smudge painting.
Learn to texture the helmet and fabric for a stylized knight in Blender, using shadow painting, masks, curvature, and fill layers to control roughness, metal, and color variations.
Texturing the sword in Blender applies gold, silver, wood, fabric, and ambient occlusion, then refines with masks, curvature adjustments, and painting highlights, shadows, and color tweaks.
Texture the body and face of a stylized knight in Blender, mastering skin color, subsurface scattering, and eye and lip details with masks, layers, and smart materials.
Build realistic stylized character textures in Blender by layering base colors, shadows, and highlights for hair, eyebrows, gambeson, and cape, using black masks, curvature, and smart materials.
Finish texturing by baking textures for armor parts separately, manage UV seams, and export high-poly and low-poly meshes in the correct tile order to avoid artifacts.
Transform hand-painted textures into realistic PBR materials by swapping base metals, tuning roughness and color, and applying curvature and occlusion using filters in Blender.
Export textures from substance painter by configuring texture sets, channels, and udim naming to output base color, metallic, roughness, normal, and subsurface maps for use in Unreal Engine or renderers.
Set up the metarig for a stylized knight by enabling rigify, creating an armature, sizing and aligning bones to the body, and preparing for weight painting.
Generate an animation rig with the Rigify plugin based on the metric, test it, apply automatic weights, and refine finger and forearm alignment for smooth IK/FK control.
Finish rig editing by refining body topology, adjusting the retopo mesh, and aligning ik/fk controls to pose the stylized knight for cinematic work.
Learn how to prepare a stylized knight for posing in Blender by setting up camera views, switching to pose mode, applying keyframes, and parenting armor and fabrics to deformation bones.
Pose a stylized knight in Blender using a rig, enabling auto keyframes and switching between IK and FK to adjust legs, torso, head, cape, and fingers for a camera-ready stance.
Fix shoulder and armor clipping by adjusting deformation bones and rotation, switch between ik and fk controls, and reposition the sword and cape to achieve natural wrinkles in the gambeson.
Pose a stylized knight in Blender by building FK to IK controls, attaching the sword to the hand bone, adjusting armor, cape, and gambeson, and preparing cloth simulation.
Set up a cape pin vertex group and apply cloth simulation to the cape. Tune wind force, enable self-collision, adjust proxy collisions, and prepare for export to Unreal Engine.
Export stylized knight assets from Blender to Unreal Engine by baking animation, applying shrink wrap to base meshes, and exporting Alembic caches for fabric and armor with live rigs.
Configure Unreal Engine for rendering with ray tracing, HDR backdrops, and path tracing; import assets, set up lights and cameras, and animate cape and ribbon via geometry cache in sequencer.
Import textures, set up base color, metalness, normal, roughness, and ambient occlusion in Unreal Engine, build a material with subsurface scattering, and adjust exposure and color grading via post-process volume.
Learn orbit camera rotation around a character in blender using an orbit cam and orbit actor with a level sequencer, plus look-at tracking and light motion.
Learn to create a zoom-in camera sequence with an orbit camera, using a level sequencer, transform keys, and a look-at target to frame the subject.
Master zoom out camera action in Blender by setting the look-at tracking, animating with keyframes and geometry caches, and refining post-processing and rendering settings for stylized knight cinematics.
Render high-quality cinematic scenes in Blender by configuring movie render queue settings, exporting to png sequence with alpha, adjusting anti-aliasing, color output, path tracing, frame range, and turntable camera workflows.
Load and align the orbit camera for shots, refine zooms, and add a blinking light behind the knight. Create an infinite background plane in Blender and export to Unreal Engine.
Instructor Info
Hamidreza Afshari is a professional 3D artist and teacher who have worked in both long and short published animated films. As a young child, he had always enjoyed drawing and video games is what inspired him to pursue digital art. His favorite game is Medal of Honor: Allied Assault and his favorite films are from MCU. His advice for beginner artists is to focus on a proper path and get really good at that particular subject.
Course Info
In this creative journey, we will make a stylized knight character using the dynamic tools of Blender and Unreal Engine. We will sculpt and mold a warrior, infusing life and grit into every detail of his armor. Master the art of 3D modeling, unwrapping, and texturing, creating textures that breathe individuality and charm into our character. We will animate, pose, and bring our knight to life, sprinkling each movement with depth and realism. Then step inside Unreal Engine, where we'll transform our creation into a mesmerizing scene, illuminated by lights, framed by cameras, and brought to life through animations.
Elevate your portfolio to new heights by exploring the limitless potential of your imagination in this course at Victory3D. Unleash your artistic vision, learn cutting-edge techniques, and join us on an unforgettable journey where we turn dreams into stunning reality.
What you will learn:
Expert sculpting and box modeling techniques
Quick ways to retopologize a character
Efficiently unwrap using the UDIM method
Baking and hand painting textures
Set up a rig and pose your character
Create lights, cameras, and materials in Unreal Engine
The art of rendering for cinematics
Prerequisites
At least basic knowledge of Blender, Substance 3D Painter and Unreal Engine required