
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.
Enhance your prop by adding details through extrusion, beveling, vertex mapping, and modifiers, matching reference images with edge loops, mirrors, and shading.
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.
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.
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.
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.
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.
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.
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.
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.
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.