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    New. Weapon Modeling For Aaa Games In Blender .

    Posted By: ELK1nG
    New. Weapon Modeling For Aaa Games In Blender .

    New. Weapon Modeling For Aaa Games In Blender .
    Published 4/2024
    MP4 | Video: h264, 1920x1080 | Audio: AAC, 44.1 KHz
    Language: English | Size: 22.46 GB | Duration: 24h 29m

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

    What you'll 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)

    Requirements

    No requirements , we will learn everything in process

    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 interfacenavigation in the viewportBlender settingstools (all of them)working with modifiersdownloading and learning to use many useful addonsand 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:navigationbaking deformation mapsinterfacelayer systemsettingstoolsmasksgrunge and generatorsfilters 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 texturesPoint placement of scratches or any other defects through overlay modesEmbedding 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 backdropSetting up and adjusting the cameraSetting up and adjusting lightingRender settingsRendering 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.

    Overview

    Section 1: Blender intro

    Lecture 1 Addons and Pureref

    Lecture 2 Viewport navigation

    Lecture 3 Settings

    Lecture 4 Windows control

    Lecture 5 Orthogonal views

    Lecture 6 Tools

    Lecture 7 Object creation

    Lecture 8 Tool shortcuts

    Lecture 9 3d cursor and origin

    Lecture 10 Global and local coordinates

    Lecture 11 Shading pie menu

    Lecture 12 Components selection

    Lecture 13 Shading

    Lecture 14 Component tools

    Lecture 15 Transform centers

    Lecture 16 Snapping

    Lecture 17 Join and merge

    Lecture 18 Cleanup

    Section 2: AK-47 modeling

    Lecture 19 Reference install

    Lecture 20 Stock

    Lecture 21 Stock 2

    Lecture 22 Stock metall details

    Lecture 23 Cleanup

    Lecture 24 Magazine

    Lecture 25 Magazine 2

    Lecture 26 Lower reciever

    Lecture 27 Plastic grip

    Lecture 28 Metal around trigger

    Lecture 29 Metal around trigger 2

    Lecture 30 trigger

    Lecture 31 Fire switch

    Lecture 32 Upper reciever

    Lecture 33 Upper reciever 2

    Lecture 34 Upper reciever 3

    Lecture 35 Laddercube

    Lecture 36 Shutter

    Lecture 37 Sightbox

    Lecture 38 Sightbox 2

    Lecture 39 Sightbox 3

    Lecture 40 Ironsight

    Lecture 41 Switch

    Lecture 42 Handguard bottom

    Lecture 43 Handguard top

    Lecture 44 Metal caps

    Lecture 45 Barrel

    Lecture 46 Barrel 2

    Lecture 47 Barrel 3

    Lecture 48 Barrel 4

    Lecture 49 Ironsight on barrel

    Lecture 50 Shompol

    Lecture 51 Muzzle break

    Lecture 52 Renaming panel

    Section 3: UVs

    Lecture 53 UV basics

    Lecture 54 Checkpoint

    Lecture 55 UV 1

    Lecture 56 UV 2

    Lecture 57 UV 3

    Lecture 58 UV 4

    Lecture 59 UV 5

    Section 4: Highpoly creation

    Lecture 60 Highpoly

    Lecture 61 Highpoly 2

    Lecture 62 Highpoly 3

    Lecture 63 Highpoly 4

    Lecture 64 Highpoly 5

    Lecture 65 Highpoly 6

    Lecture 66 Applying modifiers

    Section 5: Floaters

    Lecture 67 Floaters

    Lecture 68 Floaters 2

    Lecture 69 Export

    Section 6: Substance painter intro

    Lecture 70 Project settings

    Lecture 71 Navigation

    Lecture 72 Interface overview

    Lecture 73 Baking menu

    Lecture 74 New baker

    Lecture 75 Layers

    Lecture 76 Tools

    Lecture 77 Tools 2

    Lecture 78 Brushes

    Lecture 79 Masks

    Lecture 80 Smartmasks

    Section 7: AK texturing

    Lecture 81 Bake

    Lecture 82 Grip

    Lecture 83 Stock

    Lecture 84 Metal with bumps

    Lecture 85 Base metal

    Lecture 86 Base metal 2

    Lecture 87 Shutter

    Lecture 88 Digits

    Lecture 89 Mag

    Lecture 90 Barrel

    Lecture 91 Export , Decals and Anchor poins

    Section 8: Render

    Lecture 92 Bullet modeling

    Lecture 93 Backdrop

    Lecture 94 Light setup

    Lecture 95 Composition 2

    Lecture 96 Composition 3 and 4

    Lecture 97 Luminar

    Lecture 98 Final video

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