Sci-fi Vehicle Creation with Blender and Substance Painter
Sci-fi Vehicle Creation with Blender and Substance Painter, available at $39.99, has an average rating of 4.15, with 44 lectures, based on 17 reviews, and has 160 subscribers.
You will learn about Understand typical workflow for professional 3D artist Learn to use existing base mesh and concept art to create final asset How to prepare model for texturing in Substance Painter How to texture a 3D vehicle asset in an organized, methodical manner This course is ideal for individuals who are Beginner to intermediate 3D artists who want to immerse themselves in a realistic, professional project environment or 3D artists who want to learn Blender and/or Substance Painter and their respective capabilities It is particularly useful for Beginner to intermediate 3D artists who want to immerse themselves in a realistic, professional project environment or 3D artists who want to learn Blender and/or Substance Painter and their respective capabilities.
Enroll now: Sci-fi Vehicle Creation with Blender and Substance Painter
Summary
Title: Sci-fi Vehicle Creation with Blender and Substance Painter
Price: $39.99
Average Rating: 4.15
Number of Lectures: 44
Number of Published Lectures: 44
Number of Curriculum Items: 44
Number of Published Curriculum Objects: 44
Original Price: $64.99
Quality Status: approved
Status: Live
What You Will Learn
- Understand typical workflow for professional 3D artist
- Learn to use existing base mesh and concept art to create final asset
- How to prepare model for texturing in Substance Painter
- How to texture a 3D vehicle asset in an organized, methodical manner
Who Should Attend
- Beginner to intermediate 3D artists who want to immerse themselves in a realistic, professional project environment
- 3D artists who want to learn Blender and/or Substance Painter and their respective capabilities
Target Audiences
- Beginner to intermediate 3D artists who want to immerse themselves in a realistic, professional project environment
- 3D artists who want to learn Blender and/or Substance Painter and their respective capabilities
This class will walk you through every step of taking a simple blockmesh model to final geometry and generating textures for a vehicle game asset.
In a real studio environment, blockmesh models may be provided by a concept artist who used it to generate concept drawings and renderings. Concept art of the spaceship will be provided to use as reference while modeling, creating an immersive project environment that emulates a real world 3D artist’s work task.
The course is divided into 2 major sections: the modeling phase, and the texturing phase. Modeling will take place in Blender and texturing will be handled in Substance Painter. Rendering images of the final asset can be done in either programs using Substance Painter’s built-in renderer or Blender’s Eevee or Cycles rendering solutions.
After the end of the class, you’ll have a stronger understanding of how game-ready art assets get made in the game industry. You’ll also have something to put in your portfolio to showcase your knowledge of game asset creation.
The tools used in the class will be:
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Blender
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Substance Painter
While it would be helpful to know the basics of each program for following along the videos, there’s a couple of things to do before getting started if you’re brand new. Study the user interface and hotkeys cheat sheets for each program included in this class and spend a few minutes getting acclimated to the programs on your own. Once you get the hang of it, then dive into the videos.
Course Curriculum
Chapter 1: Intro
Lecture 1: Introduction
Chapter 2: Modeling
Lecture 1: Blender Scene Setup
Lecture 2: Blocking In Jet Engines
Lecture 3: Blocking In Cockpit
Lecture 4: Blocking In Hull
Lecture 5: Blocking In Front Area
Lecture 6: Modeling Side Engine Pt 1
Lecture 7: Modeling Side Engine Pt 2
Lecture 8: Modeling Top Engine
Lecture 9: Modeling Cockpit Area
Lecture 10: Modeling Front Area Pt 1
Lecture 11: Modeling Front Area Pt 2
Lecture 12: Modeling Hull Pt 1
Lecture 13: Modeling Hull Pt 2
Lecture 14: Modeling Side Panels
Lecture 15: Modeling Back Area Pt 1
Lecture 16: Modeling Back Area Pt 2
Lecture 17: Cleaning Up Model Pt 1
Lecture 18: Cleaning Up Model Pt 2
Lecture 19: Cleaning Up Model Pt 3
Lecture 20: Cleaning Up Model Pt 4
Lecture 21: About Fixing Graphical Errors
Chapter 3: Texturing
Lecture 1: Baking Maps
Lecture 2: Blocking In Color Pt 1
Lecture 3: Blocking In Color Pt 2
Lecture 4: Texturing Glass Windows
Lecture 5: Texturing Cockpit Area
Lecture 6: About Staying Organized
Lecture 7: Texturing Orange Surfaces
Lecture 8: Texturing Dark Gray and Maroon Surfaces
Lecture 9: Texturing Light and Medium Gray Surfaces
Lecture 10: Detail Texturing Cockpit Pt 1
Lecture 11: Detail Texturing Cockpit Pt 2
Lecture 12: Detail Texturing Cockpit Pt 3
Lecture 13: Texturing Overall Details Pt 1
Lecture 14: Texturing Overall Details Pt 2
Lecture 15: Texturing Overall Details Pt 3
Lecture 16: Texturing Winch and Lower Windows
Lecture 17: Additional Details and Decals Pt 1
Lecture 18: Additional Details and Decals Pt 2
Lecture 19: Additional Details and Decals Pt 3
Lecture 20: Overall Wear and Tear Pt 1
Lecture 21: Overall Wear and Tear Pt 2
Lecture 22: Export and Conclusion
Instructors
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Daniel Kim
Designer and 3D Artist
Rating Distribution
- 1 stars: 0 votes
- 2 stars: 2 votes
- 3 stars: 3 votes
- 4 stars: 4 votes
- 5 stars: 8 votes
Frequently Asked Questions
How long do I have access to the course materials?
You can view and review the lecture materials indefinitely, like an on-demand channel.
Can I take my courses with me wherever I go?
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