€24.99+

Blender and Substance Painter - Game Asset Creation: Fantasy Lights

I want this!

Blender and Substance Painter - Game Asset Creation: Fantasy Lights

€24.99+

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.

Course Map (by Lessons)

  • Lessons 1–3: Vision & Setup – Concept, references, and a clean working scene.
  • Lessons 4–9: Modeling Fundamentals to Detail – Blockout, bevel control, symmetry, stack hygiene.

  • Lessons 10–12: Export-Ready Static Mesh – Apply key modifiers, fix shading, export cleanly.
  • Lessons 13–16: UV Workflow – Texel density targets, island layout, packing.

  • Lessons 17–19: Baking Passes in Painter – AO, curvature, normal; validation and quick fixes.
  • Lessons 20–26: Texturing Systems – Stylized metals, woods, stone, and glass with reusable smart materials.

  • Lessons 27–30: Shader Rebuild in Blender – Material parity with Painter; principled and emission control.
  • Lessons 31–33: Lighting the Hero Prop – HDRI, motivated fills, contrast shaping.

  • Lessons 34–36: Compositing Touches – Bloom, mist, subtle contact emphasis for depth without sludge.
  • Lessons 37–39: Camera Arc-Shot – Motion design for silhouette, glow, and read at thumbnail size.

  • Lessons 40–42: Rendering & Delivery – Output, passes, compression, and portfolio framing.
  • Lessons 43–46: Troubleshooting & Enhancements – Bake artifacts, shader seams, last-mile polish.

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 and Substance Painter Game Asset Creation Fantasy Lights, 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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