Game Asset Creation with Blender 2.8 Substance Painter
- DESIGN
- Nov 27, 2024

Game Asset Creation with Blender 2.8 & Substance Painter, available at $54.99, has an average rating of 4.7, with 36 lectures, based on 52 reviews, and has 238 subscribers.
You will learn about How to create Low and High poly version of asset inside Blender. UV Unwraping in Blender. Baking normal map in Substance Painter. PBR texturing techniques in Substance Painter. Rendering the asset in Iray ( Substance Painter ) . Importing and rendering the asset inside Marmoset Toolbag ( Video & Images ). Compositing & Post Production of the render in Photoshop. This course is ideal for individuals who are This course is designed for students who want to learn how to create assets for video games. It is particularly useful for This course is designed for students who want to learn how to create assets for video games.
Enroll now: Game Asset Creation with Blender 2.8 & Substance Painter
Summary
Title: Game Asset Creation with Blender 2.8 & Substance Painter
Price: $54.99
Average Rating: 4.7
Number of Lectures: 36
Number of Published Lectures: 36
Number of Curriculum Items: 36
Number of Published Curriculum Objects: 36
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
Who Should Attend
Target Audiences
The main principle in creating a game asset is to preserve maximum level of details at the minimum polygon count. In this course you will learn how to preserve details in your low poly without adding more polygons.
In order your model to look realistic it requires a highquality texture, together we will create 3 Physically based rendering (PBR)textures for our asset, which can be later exported to an game engine. The look of your model also depends on the engine it is rendered in. We are going to render our asset inside Iray ( Substance painter integrated render engine ) and also inside Marmoset Toolbag.These render engines supports Real-Time Rendering and this is the place where our PBR textured game asset is going to shine !
In order to make you familiar with the entire workflow of creating a game asset, we will create together an M24 Antitank grenadeused in WWII. This is going to be the model on which you will learn, practice every step and all the techniques required to create a high quality game asset from idea to its visualization !
Course Curriculum
Lecture 1: Introduction
Chapter 1: Chapter 1 – Blender Setup & Refference images importing
Lecture 1: 1.0 – Blender Setup
Lecture 2: 1.1 – Importing Reference Images
Chapter 2: Chapter 2 – Low Poly modeling
Lecture 1: 2.0 -Explosives modeling
Lecture 2: 2.1 – Handle Modeling
Lecture 3: 2.2 – Eplosives Pack Modeling
Lecture 4: 2.3 – Wire Modeling
Lecture 5: 2.4 – Wire Array
Chapter 3: Chapter 3 – High Poly Modeling
Lecture 1: 3.0 – Main Explosive high poly modeling
Lecture 2: 3.1 – Finishing the main explosive high poly
Lecture 3: 3.2 – Explosive Pack high poly modeling
Lecture 4: 3.3 – Handle High Poly modeling
Lecture 5: 3.4 – Wire high poly modeling
Chapter 4: Chapter 4 – UV Unwraping
Lecture 1: 4.0 – Unwraping first explosive part
Lecture 2: 4.1 – Transfering UV Map to similar objects
Lecture 3: 4.2 – Main Explosive Part and Handle UV unwraping
Lecture 4: 4.3 – Wire UV unwraping
Lecture 5: 4.4 – Applying UV Checker
Lecture 6: 4.5 – UV Layout arrange
Lecture 7: 4.6 – Finishing UV Layout
Lecture 8: 4.7 – Exporting objects from Blender
Chapter 5: Chapter 5 – Texturing inside Substance Painter
Lecture 1: 5.0- Importing the Low Poly and baking maps
Lecture 2: 5.1 – Creating material for each part of the mesh
Lecture 3: 5.2 – Creating Alpha Texture inside photoshop
Lecture 4: 5.3 – Texturing explosive pack
Lecture 5: 5.4 – Finishing the texture for explosive pack
Lecture 6: 5.5 – Texturing the handle
Lecture 7: 5.6 – Finishing the wood texture for the handle
Lecture 8: 5.7 – Texturing the wire and exporting Texture Maps
Chapter 6: Chapter 6 – Rendering inside Substance Painter
Lecture 1: 6.0 – Exploring Render settings and getting first render shot
Lecture 2: 6.1 – Rendering close shots
Chapter 7: Chapter 7 -Rendering inside Marmoset Toolbag
Lecture 1: 7.0 Importing the Asset and Textures inside Marmoset Toolbag
Lecture 2: 7.1 – Adjusting the turntable and camera settings
Lecture 3: 7.2 – Getting first render shots
Lecture 4: 7.3 – Continue rendering our asset
Chapter 8: Compositing renders inside Photoshop
Lecture 1: Compositing renders inside Photoshop
Instructors

Denis Culic
Artist & Educator
Rating Distribution
Frequently Asked Questions
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