
Create a low-poly axe in Blender, covering modeling, sculpting, retopology, uv mapping, baking, and texturing in Substance Painter for import into any game engine; enable Rigify and extra objects plugins.
Block a basic character with armature and symmetry in pose mode, import and align a reference image, rotate to 90/180 degrees, and draw a proportional axe silhouette.
Create a rough blade in Blender by shaping a plane, using edit mode with vertex/edge/polygon selection, applying a loop cut, and adding thickness with a solidify modifier.
Create a handle from a two by two meter cylinder, set vertices to 64, and edit along z for thickness. Bevel and loop cuts smooth shape, then exit edit mode.
Create a winding handle by duplicating and shaping cylinders, refine with scale and rotation, apply transforms, and join into a high-poly object ready for sculpting in Blender.
Polish a blade by detailing the model and sculpting in Blender, using edit mode, a center cut, mirror modifier with clipping, and sharpening the edge.
Apply a subdivision surface modifier, then add and adjust mean creases on selected edges to form sharp rib lines, fix missing creases, and rotate the view to continue sculpting.
Rename the blade to Ax blade HP, apply modifiers, mirror and subdivision, then sculpt the blade and handle separately before joining and entering sculpt mode with x symmetry.
Master blade sharpening in a 3d workflow by masking the blade contour, sculpting outward and inward with brush tools, and smoothing the area to achieve a realistic sharpened edge.
Master creating blade ornaments in Blender by masking, inverting, inflating, and smoothing to form internal depressions and refined edge details, then paint with falloff sphere and precise controls.
Use the smooth tool at low power to soften blade edges, then scratch and chip the blade, trim and remesh to square polygons, and sculpt to flatten and refine.
select the handle, enter sculpt mode, use mask and smoothing to refine sharp edges and folds along the leather braid, with symmetry on X applied.
Create a wood texture on the handle using outward drawing with the draw sharp tool, adjust symmetry, sculpt spirals and grooves, and smooth before moving to retopology.
Learn to create a sharper blade by combining blade and handle in Blender, centering the origin, using a bisect mirror, and adjusting merge distance for a seamless edge.
Learn to create a top silhouette through retopology by building a low-poly overlay, extruding and aligning vertices, and mirroring the half to form a clean silhouette.
Create a blade mesh by extruding, connecting vertices into polygons, and projecting onto a surface; correct normals and use triangles where needed.
Learn retopology to build a clean handle mesh in Blender, connect blade and handle with edge loops, align vertices to the surface, and create quads for smooth UV mapping.
Learn to prepare UV unwrapping using a mirror modifier for consistent textures, align center vertices with clipping, apply the modifier, and proceed to UV mapping.
Mark seams along contours, unwrap model, lay out the UV map in the 2D editor, check overlaps, separate pieces, and pack UVs into a square to maximize texture space.
Start in Substance Painter, create a new project with the metallic roughness template, import the low poly, set texture size to 2038, and bake mesh maps including normal, AO, curvature.
Texture a wooden branch by stacking wood, metal, and leather materials, adjust uv and tri-planar projections, and use masks with dirt and grunge to reveal wood on the handle.
Apply leather calf grain as a separate layer above wood, use a black mask and fill by polygon for seams, then adjust color, roughness, and dirt to style the handle.
Texture the blade in Blender and Substance Painter, applying iron or steel materials, using black masks to paint polygons, and adjusting dirt color, scratches, and roughness for a sharpened look.
Learn to stylize textures in Blender and Substance Painter by using masks, curvature generators, and color adjustments to create stylized wood and leather details.
Export textures from Substance Painter with the metallic roughness template, then import into Blender using Node Wrangler, fix the normal map green channel, and adjust lighting for a game-ready axe.
In this course we will make a one-handed Viking Axe in the 3D program Blender. This axe will be ready to be imported into any game engine such as Unreal Engine, Unity, Godot etc. We will go through the full development cycle of game assets and touch on such stages as: blocking, sculpting, UV mapping, baking, texturing. Texturing will be done in the Substance Painter program, where texturing is quite professional and the process is satisfying.
During the lessons, the keys and mouse buttons that I press will be displayed on the screen, so you will always know exactly what to press. Of course, I will also voice them.
I explain all my actions in great detail and clearly, so even an absolute beginner will be able to complete the course and learn how to make 3D models for games.
Here we will learn to work with vertices, edges, polygons. How to add, delete them, and other useful actions.
We will learn the basic modifiers such as: subdivision surface, mirror, solidify, remesh. We will work in sculpting mode. We will study the main brushes that are most often used. I will teach you how to use masking and show interesting features with its use.
I'll tell you the principle of unwrapping the plane of a 3d model on a 2D texture. And we will make the textures first ordinary, and then add styling to them and transfer them back to Blender.
Let's dive into the interesting and exciting process of creating game assets together!