
Get everything set up and ready, outline the sections, and show how to apply skills to your own game asset styles (30s theme, steampunk, cyberpunk, realism) and share progress.
Apply external constraints to game assets by defining a design document, setting poly counts and themes, and building modular, multiple materials for prototyping across Godot, Unity, Unreal.
Gather and categorize image and real-life references (about 100–200 sources) for a 1930s themed project to ensure accurate proportions and a rich atmosphere beyond visuals.
Wrap up your setup and prepare to dive into the first model-making section, while sharing a screenshot of your game ideas.
Develop basic game assets by modelling props, organizing scenes and assets for a consistent look, and exporting to Godot, Unity, or Unreal with proper topology, materials, and collisions.
Explore the game asset pipeline, focusing on low-poly modeling, proper collision shapes, UV unwrapping, texture baking, and reconfiguring materials after export to Godot, Unity, or Unreal.
Explore how the origin determines a model's position in a 3d world, and learn to set origins to the bottom or corner for reliable export to Godot, Unity, and Unreal.
learn to build a simple crate in Blender with a wood material, adjust the origin, extrude faces, apply scale, and prepare for export to Godot.
Export your Blender mesh to Godot using glTF 2.0, set up a new Godot project, and organize assets in an assets folder for clean imports.
Add a second material in Blender by duplicating a wood material, renaming it (dark wood), adjusting color, and assigning to selected faces, then export and view in Godot.
Learn to modify, name, and export materials from Blender to Godot, manage colors and overrides, and avoid import overwrites through caching and material mapping.
Explore advanced crate modeling with a simple three-plane generative technique, practice detailing straight and stylized wood, and preview upcoming lessons on model components.
Build a modular crate in Blender from three parts—back slats, side slats, and corner posts—using edge loops and duplications for consistent geometry, then export as glTF for game engines.
Use the randomize transform to quickly create varied plank geometry, learn how applying scale before randomizing yields uniform results, and avoid time-consuming manual duplication by generating geometry efficiently.
Learn to speed up modeling with the mirror modifier and auto mirror in Blender, using x and y axis symmetry, origin control, and clipping to weld vertices.
Thicken a plank with the solidify modifier in edit mode, adjusting thickness and offsets, then refine rim material and indices for edge shading and export readiness.
Utilize an array modifier to repeat geometry along an axis, combine with mirror modifiers, manage merge and clipping in the modifier stack to achieve seamless, reusable planks.
Apply displacement with a noise texture to create a wobbly plank, then refine with array, mirror, solidify, and subdivision surface modifiers to build reusable imperfect wood blocks.
Fix shading and scale in game assets by using shade smooth with auto smooth, adjust normals with cavity highlights, apply scale, and control displacement with texture scale and color ramp.
Learn to control texture coordinates with an empty and an array modifier to create unique, location-independent repeats, then adjust origin and polygon count for export to Godot.
Create a low-poly crate in Blender using array, mirror, and solidify modifiers, edit with snapping, and apply wood materials, aiming for around 500 polygons and sharing results on the forum.
Export from Blender to Godot by applying modifiers and exporting the selected object, then bake into a single mesh and join mesh instances for a clean low poly crate.
Examine fire hydrant geometry, wireframe views, and z-fighting, optimize texture space, and consider manifold versus non-manifold meshes for 3D printing using parametric generation.
Learn to model game assets efficiently in Blender by turning a single vertex into a hydrant with the screw (spin) modifier, and refine geometry with merge vertices and shading.
Troubleshoot common export issues by applying modifiers before exporting from Blender, checking normals and back-face culling, and flipping normals with the screw modifier, then test in Godot.
Use a primitive cylinder as a template to model a hydrant, mirror parts, and refine with extrude, loop cuts, and a screw modifier, adjusting the origin.
Master drivers to sync object properties across meshes with copy as a new driver and paste driver, linking steps, data paths, and auto smooth angles for cohesive control.
Distribute bolts around a hydrant with an array modifier and a driver, controlled by an empty object, then export the model to Godot.
Organize your assets by managing materials and models inside Godot and Blender, using folders, collections, and careful appends to keep references intact and avoid duplicates.
Address duplicate materials and broken dependencies by adjusting Godot import options and reimporting, keeping materials aligned with the model. Save the hydrant as a separate scene by saving the branch.
Open hydrant scene, compare viewport and render data, and observe how draw calls change with camera and selection. Use debugger monitors to track draw calls and refresh rate for optimization.
Create a custom collision mesh for the dumpster by modeling in Blender, naming a child as dumpster - collision for collision only, applying solidify, and exporting to Godot.
Create a custom rigid body mesh for crates, configure a collision shape in Blender, and export to Godot with proper parenting, naming, and physics materials to enable dynamic collisions.
Set up a 3D physics test scene in Godot by adding a static body with a box collision shape and physics material, then instance crates and adjust friction and margin.
Learn to automate Blender workflows with Python scripting, building a collision maker that creates, names, and positions collider objects by storing names, setting origins, and applying transforms.
Create customizable low-poly cardboard box models in Blender using the knife tool and rip operations, apply solidify and backface culling, and prepare them for export with collision data to Godot.
Create a showcase scene to display and organize your models, transfer items between scenes, and set up a camera and lights with render-ready cover art.
Color your models with a single color texture and UV mapping, using roughness palettes to control reflections. Export to Godot, Unity, or Unreal with simple materials to optimize draw calls.
Wrap up of section 2 covers adding collections to assets like lamps, cones, cafe furniture, and a zeppelin, plus bonus videos and inviting feedback through forums and discord.
Create a low-poly cone from a cylinder mesh. Apply orange base with white stripes, add reflective materials, and set it as a rigid body for collision in games.
Construct a street lamp from a reference using circle bases, extrudes, bevels, and edge loops. Set materials and emission for a glowing, export-ready asset.
Craft cafe furniture assets, including a table and chairs, with simple collision shapes and a rigid body setup. Organize origins, apply materials, and prepare a clean, game-ready model for export.
Apply convex collision techniques to fix physics issues when exporting from Blender to Godot, using rigid bodies and multiple convex collision shapes to prevent objects from falling through the floor.
Explore a modular asset workflow with 16 road pieces that tile into a city-ready grid map, enabling quick city previews and reusable set pieces through non-destructive modeling.
Master grid map specifications for Godot with 16 interlocking pieces forming a single collision-enabled mesh. Ensure discrete mesh instances and zero-based naming to export cleanly from Blender to Godot.
Create the base mesh for a road system and define the first 16 pieces on a 20 by 20 grid, using boolean cuts for exports to Godot, Unity, or Unreal.
Create dead end road pieces by duplicating and aligning road layouts, beveling corners, and applying booleans and materials, with collision layers and optimization.
Create a perfect 90-degree turn by modeling a corner cutout and a rotated piece. Use the spin tool to arc the geometry and apply a boolean modifier for clean cutouts.
Duplicate existing geometry to create a crossroads, edit with loop cuts and a mirror modifier, then join pieces to assemble a city and export to Godot, Unity, or Unreal.
Export road pieces to Godot by ensuring visibility, selecting the right objects, and applying modifiers, then arrange them as mesh and collision shapes in the mesh library for future use.
Wraps up this section by highlighting basic objects and modular construction, and how modifiers speed up object creation; share improved pieces like curbs and paving in the discussions.
Explore modular building design using basic road pieces, boolean detailing, and symmetry to quickly assemble varied structures, then discuss polygon counts and optimization before exporting in Blender.
Develop a procedurally generated city by creating interlocking 20 by 20 meter buildings, one-mesh with collision, and prototype blocks like skyscrapers, factories, car lots that interlock with road pieces.
Turn a cube into a modular one-by-one block, set origin, snap, and auto-merge vertices to build simple structures for export to Godot, Unity, or Unreal.
Organize assets by creating and naming collections, using select and M to group items, and duplicating collections with attention to linked versus unlinked copies, since Blender requires unique names.
Design distinctive building silhouettes from modular blocks, using scaling and linked duplicates to prototype factory, apartment, and cafe shapes within a 20 by 20 grid, aligned with road pieces.
Add ground-floor detail using insets, ramps, and doorway cuts with booleans and modifiers, creating stairs and openings nondestructively. Align to reference designs and enable render-ready tweaks.
Prototype a ground-floor building by creating window cuts and a front door cut, using boolean, array, and mirror modifiers to arrange detail efficiently.
Create and arrange a repeating floor piece with window detailing, using boolean cuts, array modifiers, and careful parenting to build multiple floors efficiently.
Link a driver to the building story count to auto position the roof in the z-axis with a scripted expression, enabling modular buildings for export to godot unity and unreal.
Expand your game asset details by adding stairs and a door using array and mirror modifiers, apply scale, and precisely position duplicated sections for a repeatable asset.
Build barrier railings in a game asset workflow using arrays, snapping, and origin alignment. Merge, apply a mirror modifier, and finalize materials for a complete barrier asset.
Model and optimize door geometry, build a door surround, and keep the mesh low-poly with bevels and extrudes. Prepare for efficient uv mapping and scalable door replication with duplication techniques.
Learn to model windows in Blender for export-ready game assets, balancing detail and polygon counts with array and mirror modifiers, edge loops, and insets.
Finish the building by applying concrete, pavement colors to match, window frames and glass materials, then set origin and collision for export to Godot, Unity, or Unreal.
Organize the building into a clear collection hierarchy, assign pavement and concrete materials, and prepare for export. Apply modifiers, join objects, set origin, and export to game engines.
Clean up and export the single apartments mesh with a collision shape, prepare the ground, and verify the export in Godot for a ready-to-use mesh grid.
Optimize game meshes by removing interior faces and unnecessary geometry. Apply boolean and array modifiers, merge by distance, and verify clean exports to Godot, Unity, and Unreal.
Build a modular fire escape using a wire frame modifier, loop cuts, and array and solidify modifiers to create repeatable, four-meter spaced sections for a multi-story building.
Extract panels from a block-model building to form pieces you can reassemble. Organize them into a dedicated collection and manage topology, inside corners and outside corners to avoid overlapping geometry.
Create a modular base panel to generate the building’s geometry, using an array modifier and careful origin placement to export cleanly to Godot, Unity, or Unreal and avoid z-fighting.
Block out a building in object mode, duplicate, align, and mirror pieces with array modifiers, then bevel, extrude, merge by distance, and smooth for export.
Learn to manage scale, assign unique mesh data, and use modifiers, knife tool, and bevel to create modular window and wall pieces for export to Godot, Unity, and Unreal.
Create a concrete window assembly by applying concrete materials, extruding and detailing a window frame and glass panes, and using precise selection workflows to separate parts for future front-wall detailing.
Master wall detailing for game assets by using odd-number cuts, window thresholds, and insets; compare circle select and circle brush, and maintain quad topology for clean export.
Finish blocking the building’s main form, refine the roof overhang, add skylights and windows, create a delivery entrance, and unify colors with a concrete palette for a cohesive model.
Learn to manage overlapping geometry and exterior corners in modular models by covering corners with additional pieces, merging geometry, and using 45-degree joins for cleaner builds.
Finish the factory model by adding a border and four entrances, shaping a courtyard and drive-through, while refining the roof and building low-poly posts and rails with the array modifier.
Prepare the factory model for export by creating a proper collision shape, unifying all parts into a single mesh, applying modifiers, and exporting as a Godot-ready asset.
Apply the weighted normals modifier in blender to clean up normals on low to medium poly models, keeping sharp edges while smoothing geometry and exporting with modifiers applied to Godot.
Correct spelling errors in the apartment model, fix the story count, heighten the chimney for balance, and refine geometry with edit mode and x-ray for game assets.
Design and model a player-controlled car in Blender using reference schematics, starting with a Ford Model A, and iterate through multiple prototypes to learn how cars are built.
Import a car reference into Blender using images as planes, set backgrounds in orthographic views, and align/scale them with a reference cube for accurate modeling.
Create a low-poly car wheel in Blender by modeling a tire, hub, and spokes, then use an array modifier to surround the rim and apply rubber and chrome materials.
Block out the car chassis and wheel arches in Blender, using a mirror modifier to work on side and refine with loop cuts, extrude, and a solidify modifier for form.
Focus on the base mesh first to preserve consistent shapes across vehicles, reuse modular parts like the same wheel arch, and decide when to separate base meshes for efficient modeling.
Refine the car block model by adding medium level details, align panels and windows with loop cuts, insets, and selective edge moves for a uniform silhouette.
Plan variations for a family of cars from a shared base mesh, reuse parts, and iterate with different roofs, windshields, and sizes while aligning collision shapes.
Finish the car model by refining the roofline, adding a sun visor, and smoothing the front and rear windows, while tidying wheel arches and optimizing the solidify modifier.
Practice retrospection to refine a car model by revisiting reference material, smoothing edge loops, adjusting wheel arches, and planning medium details like bumpers, axle, and lights.
Add mid-level car details by modeling a front axle, bumpers, and lights using simple primitives, mirroring geometry, and refining with extrude, loop cuts, and proportional editing for a game asset.
Maintain consistent material slots across all vehicle parts to enable easy color changes and external overrides in game engines like Godot, Unity, and Unreal.
learn how to convert a base car mesh into a pickup by duplicating collections, deleting unnecessary geometry, refining edges, adding interior details, and applying wood and window materials.
Convert a pickup into a van by editing topology, creating a back opening, adding a roof and door shutters, and applying distinct materials.
Build the roadster by adding extra geometry, extruding edges, and shaping the back and roofline; refine with the knife tool, merge by distance, and smooth vertices.
Create a police car by refining a distinct silhouette, adjusting wheel arches and length to match others, using vertex tweaks and a subdivision surface workflow for a smooth low-poly model.
Link all assets into a showcase blend file by connecting cars, buildings, and road pieces from collections, enabling automatic updates and preparing a city scene for camera animation.
Congratulations on completing the section and the course. Share your assets or game work, ask questions, and look forward to joining the next course.
Part of Godot Getaway: The Blender Course
If you want to create modular models in Blender for use in-game engines then this is the course for you!
Blender is a brilliant program, capable of creating amazing models which can be exported to any game engine- in this course, we focus on the free and open-source Godot game engine. Many of the techniques taught will be immediately applicable with other game engines as well. Here are just a few of the things you’ll learn during this course:
Learn a non-destructive modelling workflow.
Manage multiple game assets.
Learn the material workflow.
Bring your assets alive in the Godot game engine.
This is an intermediate course- but wait! What does that really mean?
I always start my courses in an easy to understand manner and talk through all of my steps, however, if you are completely new to Blender or 3D modelling, you might struggle to keep up. If you have some existing Blender knowledge you will be able to jump straight in and follow along.
Learn how to create LowPoly 3D models and assets for games using Blender, the free-to-use 3D production suite. I have labelled the course as intermediate, however, if you have a basic knowledge of Blender you’ll be good to go!
You'll be ok with little or no experience. With our online tutorials, you'll be amazed by what you can achieve, with instructor support and online help.
Michael Bridges is an experienced 3D artist and has teamed up with Yann Burrett who teaches Godot. Together Michael and Yann will provide support, encouragement and plenty of challenges along the way.
The course starts with basic props so we can focus on the non-destructive modelling techniques. You will apply your new skills to your project all the time. Project files will all be included, as well as additional references and resources - you'll never get stuck. There are talking-head videos along with the screencasts for you to follow along.
For each of the models that you build you will follow this process:
Be taught a new technique.
Challenged to apply the lessons to your own work.
Be shown step-by-step how to build it.
Apply your previous knowledge regularly.
You will get lifetime access to the course. The creators are qualified and experienced professionals who are able to explain complex concepts clearly, as well as entertain along the way. By the end of the course, you'll be very confident making 3D assets ready for export to Godot.
Access to this course comes with an optional, free community site where you can share games and 3D models and as well as Discord, where you can connect with other students.
Let’s hop on over, into Blender!