
Construct the base shape of a pocket watch in Blender using reference images and orthographic views. Add edge loops, bevels, and subdivision; then carve holes with knife project in isolation.
Master watch dial modeling by creating precise cutouts with vertices, extruding, and knife project, then shade smooth, apply auto smooth, and bevel with hardened normals.
Create 3d numbers and letters in blender using a provided roman font, adjust offset for alignment, extrude for thickness, and use alt extrude for updates.
Create circular small bars around the watch model using the spin tool, centered using cursor-to-selected and set origin to geometry, then refine with extrusions, bevels, and smooth shading.
Create the pocket watch inside pieces by tracing the blueprint and extruding shapes in the inside pieces collection. Use vertex and isolation modes, knife project cutouts, shade smooth, and bevel.
Learn to model a pocket watch prop in Blender, including tracing vertices, extruding faces, creating bolt and nut details with Bolt Factory, and assembling gear-like components.
Unwraps the pocket watch model in Blender, assigns materials by collection, applies modifiers, and exports to Substance Painter via FBX; emphasizes face orientation and correcting normals for clean shading.
Export textures from Blender, configure Cycles shading with texture maps, set up HDRI lighting, adjust camera and depth of field, render high-quality images, and refine in post-processing.
Create the base prop camera in Blender by inserting a cube, aligning it to front and top references, adding bevels, and smoothing normals with auto smooth and a bevel modifier.
Refine the base shape by separating top and bottom pieces with precise edge loops, filling watertight faces, and using booleans with bevels.
Model the top part in Blender: align to reference, isolate objects, use extrude manifold and bevel, create a boolean cutout, and refine shading with auto smooth and hardened normals.
Add more details to a camera lens prop by blocking shapes, extruding edges, beveling corners, applying solidify and bevel modifiers, and assembling spheres and nuts for a polished model.
Model the camera lens with cylinders, extrusions, and bevels, then shade smooth and apply modifiers for auto smooth and hardened normals, preparing UVs for export to Substance Painter.
Add an edge loop and bevel to refine edges, apply a subdivision surface modifier for smooth high-poly results, inset faces, and use solidify for finishing touches or low-poly options.
Texturing a 3d model using baking mesh maps, base iron material, triplanar projection, and layered metal, glass, dirt, and gold edges with masks for selective application.
Export textures from Substance Painter to Blender, using fill and paint layers, alphas, and OpenGL normals to add height, then render in Cycles with HDRI lighting.
Create the base body of a pokedex in blender by aligning reference images, modeling a cube, beveling edges, and applying smooth shading with auto smooth.
Enable the extra objects add-on in edit preferences to unlock a broader set of options, which we will use in upcoming lectures.
Enable the booleans add-on, apply boolean operations (difference, union, intersection) to create cutouts, and refine with bevels, shading normals, and proper face orientation for clean sci fi prop shapes.
Learn to use boolean modifiers and bevels with hardened normals, create separate object data, and apply scale with ctrl a to ensure modifiers work.
Master Blender techniques by placing the bevel at the bottom after boolean modifiers, applying scale, and using the weighted normal modifier to fix shading while detailing the sides with cylinders.
Learn to organize reference images, apply modifiers, and align geometry. Then model the pokedex insides with duplication, beveling, extruding, and shading corrections.
Create the prop screen in Blender by modeling the frame and inner screen with planes, extrude and bevel, use array for repetition, and finish with smooth shading and buttons.
Detail the right side of the Pokedex screen by building and refining parts in blender using cubes, bevels, booleans, and modifiers, applying scale, shading, and normals for a polished look.
Master final detailing in the prop modeling process by refining shapes with insets, edge loops, bevels, and booleans, then preparing for unwrapping and export to Painter.
unwrap the model by converting to mesh, fixing normals and orientation, applying scale, using smart project with average island scale, pack island, and export as fbx for substance painter.
Apply base color to the model in Substance Painter, manage texture sets, and use masks and exclusions to assign plastic, latex, and other materials for a cohesive prop body.
Create a base color folder, apply dirt with a black mask, and add roughness variation with grunge maps for realism. Add edge details and signs to complete the prop texture.
Texture screens on a prop using a free substance painter filter, import it into library, align images with the projection tool, adjust emissive textures, then export textures for Blender rendering.
Export 4k textures and render a prop in blender, texturing with scratches and base color, then set up metallic roughness output, lighting with environment texture, and apply glare in post.
Create the base body in Blender using top and front orthographic views with reference images, then add edge loops, bevels, and separation to build a watertight model.
Detail the body in Blender by using booleans for cutouts, applying scale, beveling vertices and edges, and correcting normals for clean shading.
Master boolean intersections with unique object data, organize the modifier stack, and use bevel, mirror, and extrude techniques to create a detailed prop for export to Substance Painter.
Apply modifiers, convert to mesh, and unwrap the two-material UVs (red and black) for export to Substance Painter, then bake mesh maps at two k.
Apply base materials to the model, craft glass with low roughness, and use fill and paint layers with masks. Stamp logos and text from provided resources in orthographic view.
Learn to texture a model in Substance Painter by adjusting color, metallic, roughness, and edge wear, adding color variation, dirt, height details, and scratches, then export textures for Blender rendering.
Export textures using a Blender-friendly output template, then import them in Blender with node wrangler, set up lighting and camera, render, tweak color variations, and save the final image.
Hello everyone and welcome to this course which has 4 different complete courses in 1. With more than 10 hours of content We will go over creating 4 different props completely from start to finish.
What you will get:
4 Complete Courses!
43 FHD videos with over 10+ hours of content
All the resources files required to complete the course including the Models, Substance Painter Files, Textures, Alphas
We will go over the complete pipeline of creating a high-quality realistic prop, starting with modelling the prop in blender, texturing in Substance Painter and finally lighting and rendering a portfolio piece in blender.
This bundle has 4 different courses that are creating a Pocket watch, creating a Vintage Camera, creating a Pokedex and creating a Sony Walkman. This bundle will help you improve your 3D prop modelling and texturing skills massively as we go through each step together and learn many different techniques.
After finishing the courses, you would easily be able to create the renders shown in the trailer and also create high quality props of your own.
We will start with modelling the prop in Blender, and we will learn different modelling techniques and learn a lot about different modifiers. After finishing the modelling, we will apply all the modifiers and UV unwrap our model for export.
Then after that we will export our model to Substance Painter and start baking mesh maps for our model, after that we will start to texture our model. We will learn how to create realistic textures for our models by using different features in Substance like Smart Masks, Smart Materials etc.
After we finish texturing in Substance Painter, we will take our model back to Blender and render it. We will set up the material, lighting, and the camera. We will also learn how to use HDRIs to light our scenes. We will finish every course by taking a portfolio ready render for every prop.
This course is for everyone who has a basic understanding of Blender and Substance Painter and wants to upgrade their skills.