
Arash introduces axe prop creation for games, guiding you from reference gathering and rough blockout in Blender to detailing in ZBrush, low-poly unwrap, and texture bake in Substance 3D Painter.
download the course project files, including the final weapon mesh with textures, free zbrush add-ons and brushes, and reference images used to guide sculpting and silhouette creation.
This lesson guides creating a rusty, carved axe by using reference boards and a three-part blockout in Blender and ZBrush, with a wood handle, a strap, and a blade.
Refine the mid-level blockout by sharpening edges with mean crease, using subdivision levels to export to ZBrush, and shaping the blade and handle with lattices and bevels.
Finish the weapon blockout by refining the handle rotation and length with lattice modifiers, then prep geometry with bevels and subdivision, export to ZBrush for dynamesh sculpting with alpha brushes.
Sculpt rough wood in ZBrush using low-resolution dynamesh to define big silhouettes, then build wood fibers with alpha brushes and refine with directional strokes and trim smooth border.
Sculpt the metal and refine the wood-to-metal transition with dynamesh, trim dynamic, and enhanced edges to convey aging and imperfection.
Sculpt a metal surface by converting a heightmap from a wrinkled image, then apply alpha brushes and back face mask to reveal worn, edge-preserved details.
Design metal ornament details for a blade and hammer using alpha maps and dynamesh, with contrast, focal shift, and back face mask.
Apply a final wood sculpting pass with alpha brushes and back-face masking to add big, medium, and small details, then prep the leather strap around the handle.
Create a fabric wrap around the wood handle by masking, extracting, and using dynamesh and z remesh to simplify geometry, then refine with polygroups, panel loops, and sculpting.
Sculpt leather and fabric using alpha brushes on a dynameshed topology to sharpen the silhouette. Prepare unwrapped, layered meshes for texture work in painter.
Retopologize high-poly weapon meshes to low-poly using decimation and Z remesher, and paint seams with polygroups to guide unwrap and bake textures in Blender, ZBrush, Painter.
Learn to optimize to a clean low-poly mesh by isolating poly groups, decimating high-poly geometry, and projecting details for an efficient unwrap in Blender and ZRemesher workflow.
Learn to bake a high-poly to low-poly in painter with proper naming conventions (LP/HP), cage management, and per-mesh ID maps, enabling clean normal maps, ambient occlusion, and texture variations.
Learn to texture a wooden handle with PBR calibrated images, triplanar projection, and layered color variation using masks, gradient mapping, and orthographic workflows.
Adopt a stage-by-stage wood texturing workflow to avoid finishing one part prematurely, using ambient occlusion masks, roughness, base color, and grunge maps with triplanar UVs, directional scratches, and anisotropic noise.
Explore fiber texture definition by building layered, procedurally generated fabric with base and secondary colors, triplanar projection, masking, id maps, ambient occlusion, scratches, and color variation.
Develop base leather texturing using fills, masks, and UV-aware tiling; combine gradient mapping, grunge patterns, and Perlin noise with roughness, height, and color variation for a realistic leather surface.
Learn metal surface definition for weapon texturing, using subtle warp and Perlin noise. Apply triplanar tiling, base color, roughness variation, rust, and edge damage for a worn blade.
Explore wood texture variation in Painter by detailing wood fibers, edge damage, and masking, using tiling and tone mapping to achieve realistic color and roughness for Unreal Engine.
Apply advanced wood and metal texturing techniques by adjusting cavity separation, roughness, and edge details with fill layers, masks, hues, and HDR studio lighting for a realistic final look.
The lecture covers finishing a weapon model by gathering references, blockout, ZBrush detailing, creating a low-poly from high-poly, unwrap, bake, and texturing in painter, including a final sharpen pass.
Do you want to learn new workflows for creating props for games?
Then I welcome you to Weapon Modelling and Texturing in Blender, Zbrush & Painter.
About Me:
My name is Arash and I enjoy Game Art and teaching it. I have a love for Environments too. I have had many courses on teaching these subjects with many happy students.
By the End Of This Course, You Will Be Able To:
Mix and Match References to Create New Concepts.
Create Props From Early Blockout to Final High Poly Sculpt.
Use Different Techniques for Sculpting Different Surfaces.
Use Different Approaches to Unwrap Low Poly.
Texture Different Surfaces.
What You Will Learn:
Create Blockout from early Ideas to Finishing Stages.
Sculpting Different Surfaces in Zbrush.
Different UV Techniques
Sculpting from Big Shapes to Medium and Small Details
Texture from Big Overall Colors to Tiny Details
Course Project Overview:
We will start with look at our references and because we do not have one unified reference, we will mix and match different ideas to create one solid idea. Then we will start in Blender and create a rough blockout using that idea. The next step is to detail that blockout in Zbrush using a Big-Medium-Small Mentality; we will start with overall Big Details and work our way to Medium read and small fine details, noting that many finer details could be added procedurally in texturing phase. Then we will use different Techniques to Unwrap The low poly and Bake And texture in Substance 3D Painter; Just like anything else, the texturing phase is divided into Big-Medium-Small phases to ensure quality and cohesion.
Who is This Course For?
I have designed this course for intermediate 3d modelling students, who want to explore new techniques for creating props for games.
The course is also for artists who want to speed up their workflow in Blender, Zbrush and Substance 3D Painter and improve their skills.
Who is Not The Ideal Student For This Course?
This course is not designed for absolute beginners.
What Are The Requirements Or Prerequisites For Taking This Course?
I expect you to have some sort of knowledge about game art pipelines.
Join Me Now:
So if you want to create props for games, then join me now, and take your skills to the next level. Don't forget that investing in yourself will pay for the rest of your life. Hope to see you in the course.