Blender & Substance: Modeling and texturing videogame props
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:
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The fundamental theory of creating models for next-generation games
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The fundamental theory of the PBR materialsrendering method (currently the most used in the industry)
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All the fundamental aspects of Blenderto navigate fluidly in the interface
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All the principal modeling tools
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Several of the most important modifiersto create specific forms and surfaces
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How to use the Sculpt modeand how to use it to add sculpted details to our models
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How to create High polymodels
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How to create, clean and optimize a Low polymodel
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How to UV unwrapa model to project textures in it
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How to project all the details from a High poly model into a Low poly model (Baking) using “matching by names” in Substance Painter
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How to create and detail different PBR materialsin Substance Painter
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How to export all the texture maps to use them in any rendering engine
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How to visualize any asset in Marmoset Toolbagto create high quality renders and export files for real-time visualization
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How to import any asset in the game engine Unreal engineand how to configure the materials
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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
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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
Frequently Asked Questions
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