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Blender 2.81 – Substance painter – Sci fi asset creation

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Release date:2019, November

Duration:09 h 59 m

Author: Julien Deville

Skill level:Beginner

Language:English

Exercise files:Yes

What Will I Learn?
Discover specific Blender 2.8 modeling tools and apprehend Substance painter
Create an asset ready to be imported into a game engine
Discover a workflow from A to Z for the creation of a futuristic rifle

Requirements
Knowing the basics of Blender training from A to Z is a plus but not required
Good knowledge of the computer tool
Having a recent graphic card

Description
In this training we will discover the process of creating science fiction assets. We will take as example the creation of a rifle for video game.

This training will allow you to discover a complete workflow and discover features of both software.

This training is divided into 5 chapters that will follow the process of creating the basic forms to texturing and importing into a game engine.

In the first chapter we will watch in depth the specific modeling tools that we will use in Blender, once these notions have been acquired, we will be able to proceed to the modeling of the rifle in chapter two. In chapter 3 we will add details into the model. Chapter 4 will be in Substance painter for texturing, and then we will come back to Blender in Chapter 5 to render the project on both rendering engines Cycles and Eevee. We will also discover how to make a complete set to experiment new forms and We will import our final model on Sketchfab and Unity.

As a bonus in this training you will also find two complete models that have been produced with the same creative techniques, a complete droid and a complete mecha, these models are rigged and textured ready to be used in your projects. I do not put any restrictions into it.

The source files are included in the training and allow you to understand the entire workflowfrom the beginning to the end.

Who is the target audience?
3d graphists
Game designers
Illustrators

Watch online or Download for Free

Section 1 – Chapter 1 – Blender – Getting started with modeling tools
01. 1.1-Introduction
02. 1.2-Bool-tool Addon
03. 1.3-Carver Addon
04. 1.4-Fast carve Addon
05. 1.5-Combination example
06. 1.6-Creation Rules and Cleaning

Section 2 – Chapter 2 – Blender – Rifle Modeling
07. 2.1-Using a shape generator
08. 2.2-Basic shapes modeling part1
09. 2.3-Basic shapes modeling part2
10. 2.4-Details modeling on the stock
11. 2.5-Details modeling on the grip
12. 2.6-Details modeling on the body
13. 2.7-Details modeling on the barrel
14. 2.8-Details modeling on the loader
15. 2.9-Details modeling on the viewfinder
16. 2.10-Add details in edit mode
17. 2.11-Add details with boolean inserts

Section 3 – Chapter 3 – Blender – Preparation and export
18. 3.1-Verify the geometry
19. 3.2-Materials creation and assignment
20. 3.3-UV Unwrap
21. 3.4-export

Section 4 – Chapter 4 – Substance painter
22. 4.1-Import and verify the mesh
23. 4.2-Textures sets baking
24. 4.3-Paint shader creation
25. 4.4-Metal shader creation
26. 4.5- Hard surface brushes and
27. 4.6-Adding paint stripes and lights
28. 4.7-Camo texture creation
29. 4.8-Export textures sets

Section 5 – Chapter 5 – Blender – Shading et render
30. 5.1-Shaders creation with exported
31. 5.2-Studio creation and final render
32. 5.3-Compositing
33. 5.4-Mixing different models to
34. 5.5- Import in Unity and sketchfab
35. 5.6- Additional files introducing

Section 5 – Chapter 5 – Blender – Shading et render.7z
Udemy – Blender 2.81 – Substance painter – Sci fi asset creation.7z.001
Udemy – Blender 2.81 – Substance painter – Sci fi asset creation.7z.002
Udemy – Blender 2.81 – Substance painter – Sci fi asset creation.7z.003
Udemy – Blender 2.81 – Substance painter – Sci fi asset creation.7z.004


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15 Comments

  1. Please upload these two courses
    1. Watercolor Painting Course with Aaron Blaise
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    2. Hidden Creatures of the Forest with Aaron Blaise
    Link – https://creatureartteacher.com/product/hidden-creatures-of-the-forest/

    • Gnomon Workshop – Character Design and Modeling for Next-Gen Games – Vitaly Bulgarov
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