
Udemy – Blender and Substance Painter – Game Asset Creation
English | Tutorial | Size: 7.19 GB
Model, UV, bake, texture a stylized lantern in Blender + Substance 3D Painter; light and render a game-ready light prop.
Stop losing hours to messy bakes and muddy renders-build a stylized lantern with clean UVs, smart materials, and a cinematic arc-shot that actually sells your work.
I am Neil from 3D Tudor. Together with Luke, we guide you through a complete Blender → Substance 3D Painter → Blender pipeline: hard-surface modeling, disciplined UVs, robust baking, reusable Painter materials, then lighting, compositing, and an elegant arc-shot for your portfolio.
You will need Blender 4+ and Substance 3D Painter. If you can move, select, and navigate in Blender, you are set-everything else we will cover step by step.
You will also get curated references, a matching render-backdrop texture, and an optional helper to speed up compositing inside Blender.
Here is what I have not talked about yet, but it quietly separates “nice prop” from “hire this artist now.” We will build a tiny art-direction playbook around the lantern: what story it tells, how that story informs edge softness, surface contrast, and where the viewer’s eye lands first. I will show you a quick way to pick three visual pillars (shape language, material read, and focal glow) and test every decision against them.
It sounds fancy, but it is just a ruthless way to avoid muddy, indecisive work.
What You Will Learn
● Blockout-to-bevel strategy, tidy stacks, and static-mesh cleanup for export.
● UV packing for consistent texel density and painless Painter bakes.
● Curvature/AO-driven wear, layered grunge control, and hand-painted accents.
● Reconstructing Blender shaders, HDRI plus motivated fills, compositor bloom/mist/contact pop.
● Camera arc-shot loop for clean presentation across ArtStation, Sketchfab, and reels.
We will also look at naming, versioning, and export discipline-the boring bits that keep you fast. You will leave with a consistent file structure, suffix rules for mesh and texture variants, and a simple “one-click” export preset that keeps scale and orientation bullet-proof between Blender and Substance 3D Painter. When a client asks for a tweak two weeks later, you will know exactly where to touch the pipeline without knocking everything over like Jenga.
Presentation matters, so we will build a thumbnail on purpose, not by accident. You will learn how focal length, camera height, and a single motivated rim light can make the silhouette read on a tiny screen.
Inside the Class Files
References, a tuned backdrop texture, and an optional helper for faster stage and pass setup (a manual path is shown).
Create your own stylized lantern: model → UV → bake → texture → render a short arc-shot loop. Use the included references, backdrop texture, and the optional helper for the compositor and stage. A manual setup path is shown if you prefer.
You will build a repeatable loop-decide, test, evaluate-that turns “I hope this works” into “I know why this works.” It is not magic. It is just good craft, done deliberately.
Who This Course Is For
● The Blender Tinkerer: You love modifiers and clean topology, and you want exports that behave.
● The Prop & Game Artist: You care about UV discipline, predictable bakes, and scalable smart materials.
● The Stylised Realist: You like grounded PBR with purposeful wear, not sludge-mask chaos.
● The Portfolio Builder: You need a render flow that is repeatable and looks professional.
Why This Course Stands Out
● End-to-end, production-minded workflow you can repeat for your next five props.
● Stylised clarity-characterful materials that remain readable in engine and on thumbnails.
● Reusable assets and habits-materials, lighting, and stage that compound across projects.
What You Will Finish With
A fully modeled, UV’d, and textured fantasy lantern; a small library of reusable Painter materials; and a polished looped render for your portfolio.
In this Blender + Substance 3D Painter class, we go end-to-end: blockout, bevel strategy, static-mesh cleanup, UV packing, AO/curvature/normal bakes, stylised metal/wood/stone/glass stacks, emission that glows without clipping, and a polished arc-shot loop back in Blender with HDRI lighting and compositor bloom/mist/contact pop.
Until next time, happy modelling everyone!
Neil – 3D Tudor
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