NEW. Weapon modeling for AAA games in Blender .

We are going to model AK-47 from our first primitive to complex model for AAA games using Blender and Substance painter.

Ratings 5.00 / 5.00
NEW. Weapon modeling for AAA games in Blender .

What You Will Learn!

  • Blender interface and tools
  • Modeling techniques (hardsurface, subdivision)
  • Weapon creation pipeline
  • UV unwraping process with UDIMS
  • Highpoly creation with modifiers
  • Export/Import
  • Substance painter interface and tools
  • Texturing workflows
  • Rendering prosess
  • Post processing in Luminar neo(optional)

Description

You will learn to work in the coolest and rapidly evolving 3D package, which in my opinion is Blender.

You will master the use of Substance Painter, which is currently the most in-demand software in the market for texturing game models.

You will build and texture a AK-47 model that can be integrated into any game engine and game.

This course is the largest course I have ever done. It took more than three months to develop. My goal was simple: to teach Blender and Substance Painter from scratch and to bring students to a level that meets all the standards of the modern gaming industry.

We will start by dissecting the Blender program and learn from scratch:

  • the program interface

  • navigation in the viewport

  • Blender settings

  • tools (all of them)

  • working with modifiers

  • downloading and learning to use many useful addons

  • and everything else necessary for a quick start in the program.

Next, we will set up reference images and start modeling our objects. During the modeling process, I will explain all the necessary nuances so that, based on this model, you will be able to independently build and assemble any other model after completing this course. You will be provided with a collage of reference images for work. I will also show you how to work with a small program for reference images (Pureref).

Primarily, we will use Hard Surface modeling techniques to create objects, but also, for general development, we will build a couple of objects using subdivision.

After the modeling stage, we will move on to the UV unwrapping stage and learn to use Udims (multiple UV squares for one object). I will try to acquaint you with all the intricacies of this process.

Then we will create the high-poly version of our object for further baking deformation maps in Substance Painter. We will create high-poly in Blender, through modifiers, and, in a couple of moments, sculpting. At the moment, I believe this is the simplest and most convenient way to create high-polygon models.

After that, we will export our models in OBJ format and import them into Substance Painter to bake deformation maps and texture them. And we will start our work stage in Substance Painter.

First, I will teach you how to work in the program. Again, this includes:

  • navigation

  • baking deformation maps

  • interface

  • layer system

  • settings

  • tools

  • masks

  • grunge and generators

  • filters and everything you need for free work in Substance Painter.

After that, we will create material after material and texture our model using many diverse and cool texturing techniques and reference images. After the course, you will be familiar with the overwhelming majority of techniques that I know myself. Including:

  • Creating various textures

  • Point placement of scratches or any other defects through overlay modes

  • Embedding hard surface details in the normal map (decals) and much more.

After the texturing stage, we will export our texture sets and import them into the Blender file, properly load them, and fix any problems that arise.

Next, we will set up the scene for rendering. The rendering stage will include:

  • Creating composition and backdrop

  • Setting up and adjusting the camera

  • Setting up and adjusting lighting

  • Render settings

  • Rendering multiple compositions (you can see them in the promo video for the course)

  • Flyover of our gun with the camera (also seen in the promo)

  • Compositing in the third-party program Luminar neo (Optional step, you can skip it).

In the end, you will be able to work in 2 programs (actually in 4 if you count Pureref and Luminar neo), learn to build, texture, and render complex and modern models, and take a giant step towards working on game creation.

Who Should Attend!

  • For beginners and blender enthusiasts
  • 3d artists and future 3d artists

TAKE THIS COURSE

Tags

Subscribers

21

Lectures

98

TAKE THIS COURSE