
Begin a four-course prop creation pipeline—from Blender modeling to Substance Painter texturing and Blender rendering—producing portfolio-ready renders of a gramophone, Nintendo Game Boy, vintage wall clock, and guitar.
Master the end-to-end workflow of creating a gramophone prop in Blender and Substance Painter, from modeling and uv unwrapping to texturing, lighting, and portfolio-ready rendering.
Create the base gramophone in Blender using front and side reference images, orthographic views, and steps like extruding, inset, beveling, edge loops, and symmetrizing.
Detail the base in Blender by creating pillar components with cylinders, extruding and beveling edges, applying a mirror and weighted normals, and aligning to a reference image.
Model a horn for a gramophone in Blender by extruding, scaling, and rotating to fit a reference image, then refine with bevels, subdivision surfaces, and solidify thickness.
Enhance your prop by adding details through extrusion, beveling, vertex mapping, and modifiers, matching reference images with edge loops, mirrors, and shading.
Finish the gramophone asset by modeling its parts with planes, edge loops, bevels, and modifiers. Then create a vinyl CD using a reference image and a thin cylinder with beveling.
Learn to unwrap complex props in Blender, manually and with smart UV project, optimize seams and packing, then export to Substance Painter via FBX for texturing.
Fix bake artifacts in Blender by manually unwrapping with seams and smart UV project, then use two texture sets and export to Substance Painter for clean bake maps.
Create a wood material in Substance Painter by combining American cherry and walnut. Mask with geometry and smart masks, add dust, edge damage, scratches, and roughness variation for realism.
Apply the iron material to areas with a base layer, metallic value one, roughness 0.2, and a darker color, then use a matte finish filter with triplanar mapping and dust.
learn practical mask-based texturing of a gramophone horn, painting on black and white masks, and layering bronze and gold materials with ornamental alpha stamps for realistic detail.
Learn to add height information and engraving to a gramophone prop using UV alignment and anchor points, stamping, and subtle blur and dust effects.
Finish the texturing process in Substance Painter, add height information and mirrored details with alphas, export 4k textures, and map them in Blender using the Principled BSDF for renders.
Set up a blender render scene for a gramophone, switch to cycles with gpu, add hdr environment lighting, position the camera, render multiple shots, compare results, and save high-quality screenshots.
Learn to create a high-quality Nintendo Game Boy prop from modeling in Blender to texturing in Substance Painter, baking maps, and lighting for final renders.
Block out the Nintendo Game Boy in Blender using reference images for front and right views, align axis, apply scale, and bevel edges to prepare for detailed modeling.
Detail the base shape by mastering boolean modifiers, including difference, union, and intersection, and bevels, x-ray views, and shading techniques in Blender to build screens and button details.
Create and detail prop buttons in a three-dimensional modeling workflow, using booleans, bevels, weighted normals, edge loops, snapping, and shading fixes guided by a reference image.
Model port details in blender by building panels, dials, and USB-like cutouts with cubes and cylinders, using boolean operations such as difference and intersect, and apply bevels and shade smooth.
Continue refining a prop model in Blender by rebuilding the dial with more segments, using booleans and bevels to create ports and cutouts, and aligning both sides to the reference.
Fix a small issue by removing back-side lines, filling gaps, and equalizing edge thickness. Set pivot to individual origins, scale appropriately, and extrude faces along normal to finish the backside.
align the reference image to the backside, flip it, and build panels with cubes, bevels, and boolean unions; add nuts and bolts, using the bolt factory addon if desired.
Detail the backside by modeling a battery case in blender, extruding edges, using boolean and bevel modifiers, and fixing shading with auto smooth and mirror alignment.
Add the missing front view cutouts and align the reference image, then use array and boolean modifiers with bevels, and fix shading with auto smooth to finish the modelling.
Apply all modifiers to finalize the model, unwrap the UVs, and export to Substance Painter for texturing, duplicating the file to preserve the original and prepare the Gameboy texture set.
Learn to create a realistic plastic material in Substance Painter by layering base color, height, dirt, and roughness, using masks and smart masks for selective application.
Texture the Nintendo Game Boy screen by refining base color, adding roughness variation and fingerprints, applying triplanar tiling, masks, and smart materials for realistic dirt, edges, and metal details.
Import textures as alphas into the project, stamp them onto the model with fill layers, and use orthographic view for precise Game Boy text and symbols.
Model the Game Boy cartridge in Blender using reference images, create the shape with a cube, bevels, and boolean cutouts, then refine with x-ray view and shading.
Apply modifiers, convert to mesh, unwrap UVs, and export to Substance Painter to texture the cartridge. Create two colored variants with shared plastic materials, bake mesh maps, and add stickers.
Export textures from Substance Painter to Blender, apply them with a principled bsdf workflow, then render a polished Game Boy scene with hdr lighting and displacement adjustments.
Develop a high-quality prop from modeling in Blender to texturing in Substance Painter, bake maps, apply smart masks and materials, then light and render with HDRIs for a portfolio-ready result.
Create the base shape of a hall clock in blender using front and side reference images, align to the references, and mirror across axes for four‑sided geometry.
Add edge loops, extrude faces along normals with the extrude manifold tool, then mirror across axes, use x-ray for alignment, and bevel and apply auto smooth for the hall clock.
Model a prop object by inserting and extruding faces, beveling edges, and using a mirror modifier. Prepare a glass panel and clock details for later steps with auto smooth.
Learn to model a wood design in Blender from a reference image by extruding a single word, adding a mirror modifier, and refining with a skin modifier and knife tool.
Create symmetrical side wood designs in Blender using isolation, extrusion, and knife cuts, then refine with solidify, mirror, and bevel modifiers for smooth, uniform edges.
Model the inside piece of the clock using manual mirroring and array duplications, knife cuts, bevels, and shading refinements, guided by reference images, and prep for texturing in Substance Painter.
Apply modifiers and unwrap the model for texturing in Substance Painter. Organize reference images and the main model into collections, bake 4K mesh maps, and prepare a shared material.
Learn to texture a wood material in Substance Painter by building layered maps: base wood, masking, dust, color variation, edge wear, scratches, and roughness variation for realism.
continue texturing the hall clock by creating a glass material with an opacity channel and alpha blending, then enhance the iron with a gold damaged finish and edge highlights.
Texture the clock by layering base color, variation, dust, and clouds, apply alphas for numbers, stamp decals with an orthographic alignment, then bake maps and export to blender.
Polish glass textures and export textures from Substance Painter, then build a glass material in Blender using Principled BSDF, Node Wrangler, and 4K PNG textures.
Set up lighting and camera in Blender using HDRI and area lights to render portfolio shots, then tweak textures in Substance Painter and finalize with Photoshop sharpening.
Master the complete prop creation pipeline in blender and substance painter, from modeling and modifiers to texturing, baking mesh maps, uv unwraps, and final lighting for portfolio renders.
Learn to model a guitar base in Blender using front and side reference images, extrude, knife project, and apply solidify, bevel, shade smooth with auto smooth for clean quad topology.
Model a guitar base in Blender by shaping with cubes, beveling edges, extruding, and mirroring, guided by a reference image and x-ray for accuracy.
Add details to the front view model by creating circles, duplicating loops, extruding and beveling edges, then apply scale, hardened normals, and auto smooth for improved edges.
Detail the top part of a guitar using bevel modifiers, edge loops, and mirror modifier. Use snapping and x ray view to place tuners and the nut with clean topology.
Add strings by creating two edge loops on the guitar body and beveling a rotated path for thickness. Unwrap and export to Substance Painter to begin texturing the strings.
Organize reference images and guitar, apply modifiers, verify normals before exporting. Unwrap UVs with smart UV project and manual seams, then pack islands and export to FBX for Substance Painter.
Texture the guitar with smart materials in Substance Painter, use masks to refine colors and roughness, then export 4k textures for Blender's principled shader workflow.
learn to set up a blender scene with a camera and studio lighting, use an HDRI environment for realistic lighting, render with cycles on GPU, and polish results in photoshop.
Hello everyone and welcome to the second volume of “Ultimate Prop Art Bundle” with 4 different complete courses in 1. With more than 15 hours of content We will go over creating 4 different props completely from start to finish.
What you will get:
· 4 Complete Courses!
· 53 FHD videos with over 15+ 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 Gramophone, creating Nintendo GameBoy, creating a Vintage Hall-Clock and creating a Guitar. 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.
Next, we'll export our model to Substance Painter and begin the texturing process. You'll learn how to create realistic textures using various features in Substance, such as Smart Masks, Smart Materials, Generators etc. Across the different courses, you'll explore how to create a variety of materials like plastic, iron, wood, and glass, enhancing your texturing skills to help you achieve realistic textures for your props.
Once we are done texturing in Substance Painter, we’ll bring the model back into Blender for rendering. You'll learn how to set up materials, adjust lighting and camera for the perfect shot. We'll also cover how to use HDRIs for realistic scene lighting. At the end of each course, we’ll take portfolio-ready renders of each prop, showcasing your work in the best light.
This course is for everyone who has a basic understanding of Blender and Substance Painter and wants to upgrade their skills.