
Jose Moreno, a videogame 3D artist and instructor, demonstrates stylized texturing, sculpting, and character creation using Blender, Substance Designer, and Substance Painter.
Explore a six-section Blender course on stylized video game texturing, from fundamentals to shader workflows and normal/curvature/occlusion map exports in Marmoset.
Explore blender's shader editor fundamentals, learning to use the material panel, base color, roughness, metalness, emission, and alpha properties, and to connect nodes and textures with the Node Wrangler.
Model and unwrap a stylized mushroom in blender, shaping the hood, stem, and leaves, then use seams and checker maps to preview textures and pack islands into a single map.
Block colors on the mushroom using texture paint mode in Blender, create a new 2048 image named mushroom texture, and apply transparent alpha with gradients to cap, stem, and leaf.
Learn to paint a stylized mushroom cap in Blender using hand-painted color gradients, masking, and color variation techniques to create depth with shadows, veins, and dots.
In texture paint mode, apply a linear gradient to the stem from dark at the top through the center to darker bottom, then add color variations and dots.
Paint the base and leaf with a radial gradient in texture paint mode, center-brightening greens and adding blue-ish accents, while preserving transparency with affect alpha, then texture with airbrush strokes.
Create a diorama-style scene by duplicating and sculpting multiple mushrooms and leaves, arranging them for balanced distribution, and finalize lighting and render setup for Marmoset Toolbag.
Export the two objects as an fbx linked to the selected objects and import into marmoset toolbag to texture, light, and render the stylized mushroom.
Bake normal, ambient occlusion, curvature, and object-space maps from a high-poly skull scene to a clean low-poly mesh, using Blender, Marmoset Toolbag, and texture spaces for game-ready texturing.
Import a low-poly skull into Blender, organize and apply normals and curvature maps, separate skull and candle materials, refine borders with texture paint and UV seam tools for clean texturing.
Explore a procedural approach in Blender's node editor to texture skull and candle materials, using ambient occlusion, curvature, and object normals to build color baselines, masks, and fine details.
Adjust skull and candle colors to warmer, more saturated tones, then create and assign book textures: sides and sheets, emphasizing cavities with curvature maps and ambient occlusion.
Import images as stencils in Blender and apply an alpha mask to the book texture. Paint with texture paint, adjust color and centering for a cohesive cover.
Create the ink and feather textures in Blender by duplicating the skull material, adjusting ambient occlusion and normals, and building a top-to-bottom gradient with a color ramp.
Connect the skull to the principled bsdf, adjust base color, normals map, specular, and roughness for a stylized emissive look with lighting and bloom.
Create emissive maps for the candle and skull in Blender using gradient textures, curvature maps, and color ramps, then refine with normals map and ambient occlusion for a lifelike glow.
Bake base color, roughness, and emission maps in Blender with Bysteds Blender Baker add-on, then import the model into Marmoset, assign a skull material, tune maps and lighting, and render.
Bake clean normal maps for the chest by linking low and high poly models, using mirror bake and named parts, then generate normals, curvature, ambient occlusion, and position maps.
Create a chest base wood texture in Blender using normals map, curvature map, ambient occlusion, and color gradient with color ramps, in texture paint mode and shader editor.
Learn to fix curvature map borders with texture paint and craft wood color variations in Blender, including red, green, and gold materials, masking and linked materials.
Polish the chest roof by refining greenish hues, occlusion, and color variation with a noise texture and color ramp to prep the gold material's roughness and metalness.
Connect the color texture to the final material, adjust roughness and metalness, and assign metallic gold to bottom pieces, then tune hue and occlusion before the next Marmoset Toolbag step.
Export and bake stylized chest textures in Blender, creating base color, roughness, and metallic maps, then render and compose in Marmoset with ambient occlusion, reflections, and customized lighting.
Bake high and low poly Kyubi models in blender and marmoset with exploded geometry, adjust cage distance, and paint offset to prevent artifacts; generate normals, curvature, bent normals, ambient occlusion.
Load Kyubi Final Low into Blender, block materials by object, and create a base bent-normals and ambient occlusion texture to drive colors for hair, skin, kimono, armor, ropes, and katana.
In Blender, texture hair and skin by refining color ramps and curvature masks, building a hair node group, and layering hair and skin roughness with ambient occlusion and noise textures.
Apply layered texturing to a scroll by selecting colors, creating dirt with noise textures and masks, tuning color ramps and specular highlights for a cohesive material.
Learn to texture clothes in Blender, using masks and color grading to redefine kimono colors, apply tileable patterns, adjust hues, specularity, roughness, and use vertex colors for precise masking.
Master stylized armor texturing in Blender by tuning metalness and roughness with curvature masks, violet hues, and border emphasis, using tileable textures and PSD masks.
Explore stylized rope texturing in Blender using a PSD mask, color ramps, bent normals, and ambient occlusion to add depth and variation, then apply a metallic bell and noise textures.
Adjust ambient occlusion to achieve a stylized look, refine colors and masks for legs, blend skin with gray cloth, and set roughness and specularity for the final materials.
Master procedural wood texturing for a Kiuby katana in Blender, creating tree-ring patterns with wave textures, and craft a forged metal blade using curvature maps and masks.
Develop a detailed fox tail texture in Blender by blending bent normals, ambient occlusion, and a gradient; refine with curvature and color ramps for darker base to lighter tip.
Shows how to create and texture straps in Blender, convert skin to a strap material, adjust colors, apply curvature-driven masks, and add roughness for a worn leather look.
Paint skin details and eyes in Blender by creating an overlay texture and painting in texture paint mode, then link it to the final material with a mix RGB mask.
Balance all stylized materials to read as a cohesive whole, applying ambience occlusion, color tweaks, and noise adjustments. Refine scroll, armor, and katana roughness using the wood texture.
Export texture maps in blender to finish Kiuby's texture workflow, baking base color, roughness, and metalness, then create petal particles with a ring and a particle system for rendering.
Export the posed Kiuby model and import maps (albedo, normals, metalness, ambient occlusion) for the petals, then set up lighting and camera angles with post effects for a final render.
Learn to study and create textures by yourself using Sketchfab and Artstation challenges to analyze models, inspect base color, metalness, roughness, occlusion, and translucency for stylized game materials.
In this course you will learn the complete workflow for creating stylized materials and textures for your models using the Blender tools.
What we will see in the course:
Fundamentals
-How Blender's texture paint mode works
-How Blender's node editor works
Project 1: Mushroom Diorama
-Basic modeling and UV unwrapping
-Blocking y color gradients
-Hand-painted texturing to refine and detail
-How to export the final texture maps
-Lighting and rendering with Marmoset Toolbag
Project 2: Mystery Diorama
-Baking the base maps with Marmoset Toolbag
-Stylized procedural texturing with Blender's shader editor
-Custom texture projection with the stencil tool
-Creation of the emissive and transparency channel
-How to export the final texture maps
-Lighting and rendering with Marmoset Toolbag
Project 3: Chest of the golden sun
-Baking the base maps with Marmoset Toolbag
-Stylized procedural texturing with Blender's shader editor
-Creation of the metalness and roughness channel
-How to export the final texture maps
-Lighting and rendering with Marmoset Toolbag
Project 4: Character (Kiuby girl)
-Baking the base maps with Marmoset Toolbag
-Procedural color blocking for all the materials
-Procedural texturing of organic materials (hair, skin, fur)
-Procedural texturing with patterns for the fabric
-Procedural texturing of armor, wood y metallic objects
-Hand-painted texturing for the details of the face and other parts of the skin
-Final maps exporting
-Lighting and rendering with Marmoset Toolbag
Final talking and recommendations
We will talk a little about how to study references and face texturing challenges on your own