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Blender Substance- Modeling and texturing videogame props

  • DESIGN
  • Dec 15, 2024
SynopsisBlender & Substance: Modeling and texturing videogame pro...
Blender Substance- Modeling and texturing videogame props  No.1

Blender & Substance: Modeling and texturing videogame props, available at $59.99, has an average rating of 4.55, with 105 lectures, based on 493 reviews, and has 2629 subscribers.

You will learn about Blender 2.8x fundamentals and principal modeling tools. All the modeling workflow for videogames Optimization for videogames UV unwrapping for videogames Substance Painter fundamentals PBR texture creation for videogames 5 epic game-ready assets step by step Rendering in real-time with Blender Eevee and Cycles Rendering in real-time with Marmoset Toolbag Set the models in Unreal Engine This course is ideal for individuals who are 3D students of any level who want to achieve professional results in their models for videogames It is particularly useful for 3D students of any level who want to achieve professional results in their models for videogames.

Enroll now: Blender & Substance: Modeling and texturing videogame props

Summary

Title: Blender & Substance: Modeling and texturing videogame props

Price: $59.99

Average Rating: 4.55

Number of Lectures: 105

Number of Published Lectures: 105

Number of Curriculum Items: 105

Number of Published Curriculum Objects: 105

Original Price: $99.99

Quality Status: approved

Status: Live

What You Will Learn

  • Blender 2.8x fundamentals and principal modeling tools.
  • All the modeling workflow for videogames
  • Optimization for videogames
  • UV unwrapping for videogames
  • Substance Painter fundamentals
  • PBR texture creation for videogames
  • 5 epic game-ready assets step by step
  • Rendering in real-time with Blender Eevee and Cycles
  • Rendering in real-time with Marmoset Toolbag
  • Set the models in Unreal Engine
  • Who Should Attend

  • 3D students of any level who want to achieve professional results in their models for videogames
  • Target Audiences

  • 3D students of any level who want to achieve professional results in their models for videogames
  • Along this course you will learn the complete workflow to create assets from scratch using two of the most powerful programs for 3D creation.

    Include the following topics:

  • The fundamental theory of creating models for next-generation games

  • The fundamental theory of the PBR materialsrendering method (currently the most used in the industry)

  • All the fundamental aspects of Blenderto navigate fluidly in the interface

  • All the principal modeling tools

  • Several of the most important modifiersto create specific forms and surfaces

  • How to use the Sculpt modeand how to use it to add sculpted details to our models

  • How to create High polymodels

  • How to create, clean  and optimize a Low polymodel

  • How to UV unwrapa model to project textures in it

  • How to project all the details from a High poly model into a Low poly model (Baking) using “matching by names” in Substance Painter

  • How to create and detail different PBR materialsin Substance Painter

  • How to export all the texture maps to use them in any rendering engine

  • How to visualize any asset in Marmoset Toolbagto create high quality renders and export files for real-time visualization

  • How to import any asset in the game engine Unreal engineand how to configure the materials

  • How to set and render our models in Blender with the render engines Eeveeand Cycles

  • Course Curriculum

    Chapter 1: Introduction

    Lecture 1: Instructor presentation: Jose Moreno

    Lecture 2: How models for videogames are made

    Lecture 3: What is Blender

    Lecture 4: Facebook group

    Lecture 5: Downloadable Resources

    Lecture 6: The PBR Workflow and the texture maps

    Chapter 2: Fundamentals

    Lecture 1: Blender Instalation

    Lecture 2: Blender fundamentals: Interface and Workspaces

    Lecture 3: Blender fundamentals: Navigation in the 3D view

    Lecture 4: Blender fundamentals: Overlays and viewport shading

    Lecture 5: Blender fundamentals: Selection, visibility and collections

    Lecture 6: Blender fundamentals: Object creation and elimination

    Lecture 7: Blender fundamentals: Basic transformation

    Lecture 8: Blender fundamentals: The edit mode

    Lecture 9: Blender fundamentals: Tools in edit mode

    Lecture 10: Blender fundamentals: Aditional tools in edit mode

    Lecture 11: Blender fundamentals: The modifiers

    Lecture 12: Blender fundamentals: The sculpt mode

    Lecture 13: Blender fundamentals: Customizing the interfase

    Lecture 14: Addons of the course and my interfase

    Lecture 15: Substance Painter fundamentals 1: Workflow, navigation and bakes

    Lecture 16: Substance Painter fundamentals 2: Layers, materials and masks

    Chapter 3: Creating the beer mug

    Lecture 1: Beer mug: Adjusting the shape and polishing the surface

    Lecture 2: Beer mug: Modeling the base

    Lecture 3: Beer mug: Closing the base and modeling the handle

    Lecture 4: Beer mug: Setting the Low poly and UV unwrapping

    Lecture 5: Beer mug: Adjusting the UVs

    Lecture 6: Beer mug: Exporting the meshes

    Lecture 7: Beer mug: Baking in Substance Painter

    Lecture 8: Beer mug: Creating the base of the wood material

    Lecture 9: Beer mug: Adding the edge wear of the wood

    Lecture 10: Beer mug: Creating the metal material

    Lecture 11: Beer mug: Dirt and final details

    Lecture 12: Beer mug: Setting the final maps and exporting

    Chapter 4: Creating the war horn

    Lecture 1: War horn: Modeling the base

    Lecture 2: War horn: Polishing the surface and modeling the rings

    Lecture 3: War horn: Defining the Low poly

    Lecture 4: War horn: UV unwrapping

    Lecture 5: War horn: Adjusting the UVs and exporting

    Lecture 6: War horn: Bakes and engravings in Substance Painter

    Lecture 7: War horn: Creating smart materials

    Lecture 8: War horn: Creating the metal material

    Lecture 9: War horn: Creating the horn material

    Lecture 10: War horn: Polishing the metal and hand-made details

    Lecture 11: War horn: Final details and export

    Chapter 5: Creating the combat Axe

    Lecture 1: Combat axe: Modeling the handle

    Lecture 2: Combat axe: Modeling the blade shape

    Lecture 3: Combat axe: Adding volume to the blade

    Lecture 4: Combat axe: Modeling the leather grid

    Lecture 5: Combat axe: Modeling the leather strip

    Lecture 6: Combat axe: FInishing the leather strip

    Lecture 7: Combat axe: Sculpting the blade details (part 1)

    Lecture 8: Combat axe: Sculpting the blade details (part 2)

    Lecture 9: Combat axe: Sculpting details on the handle

    Lecture 10: Combat axe: Cleaning the low poly model

    Lecture 11: Combat axe: UV unwrap

    Lecture 12: Combat axe: Adjusting the UVs

    Lecture 13: Combat axe: Final details and export

    Lecture 14: Combat axe: Bakes and blade engravings

    Lecture 15: Combat axe: Creating the metal material

    Lecture 16: Combat axe: Creating the wood material

    Lecture 17: Combat axe: Leather material and final details

    Chapter 6: Creating the viking shield

    Lecture 1: Viking shield: Modeling the metallic structure

    Lecture 2: Viking shield: Finishing the metallic parts

    Lecture 3: Viking shield: Modeling the handle and polishing the surface

    Lecture 4: Viking shield: Modeling the rivets

    Lecture 5: Viking shield: Preparing the model for sculpting

    Lecture 6: Viking shield: Sculpting the wear of the surface

    Lecture 7: Viking shield: Sculpting the wear on the edges

    Lecture 8: Viking shield: Sculpting the veins of the wood

    Lecture 9: Viking shield: Sculpting the final details

    Lecture 10: Viking shield: Optimizing the high poly and creating an ID map

    Lecture 11: Viking shield: Cleaning the low poly

    Lecture 12: Viking shield: UV unwrap

    Lecture 13: Viking shield: Adjusting the UVs

    Lecture 14: Viking shield: Exporting and Bakes

    Lecture 15: Viking shield: Creating the metal material

    Lecture 16: Viking shield: Creating the wood material

    Lecture 17: Viking shield: Adding the paint

    Lecture 18: Viking shield: Final details and export

    Chapter 7: Creating the Viking helmet

    Lecture 1: Viking helmet: Modeling the base

    Lecture 2: Viking helmet: Finishing the base

    Lecture 3: Viking helmet: Modeling the visor

    Lecture 4: Viking helmet: Finishing the visor

    Lecture 5: Viking helmet: Extra adjustments in the high poly

    Lecture 6: Viking helmet: Adding sculpted details

    Lecture 7: Viking helmet: Creating the chain mail shape with cloth simulation

    Lecture 8: Viking helmet: Modeling the rings of the chain mail

    Lecture 9: Viking helmet: Preparing the high poly to export

    Lecture 10: Viking helmet: Optimizing the low poly model

    Lecture 11: Viking helmet: UV unwrap

    Lecture 12: Viking helmet: Organizing the UVs

    Lecture 13: Viking helmet: Making the bakes of the ring chain mail

    Instructors

  • Blender Substance- Modeling and texturing videogame props  No.2
    Jose Moreno
    Digital Artist
  • Rating Distribution

  • 1 stars: 10 votes
  • 2 stars: 8 votes
  • 3 stars: 36 votes
  • 4 stars: 156 votes
  • 5 stars: 283 votes
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