| File Name: | Blender and Substance Painter – Game Asset Creation |
| Content Source: | https://www.udemy.com/course/blender-and-substance-painter-game-asset-creation |
| Genre / Category: | 3D Tutorials |
| File Size : | 7.3 GB |
| Publisher: | 3D Tudor |
| Updated and Published: | October 27, 2025 |
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.
DOWNLOAD LINK: Blender and Substance Painter – Game Asset Creation
Blender_and_Substance_Painter_Game_Asset_Creation.part1.rar – 1000.0 MB
Blender_and_Substance_Painter_Game_Asset_Creation.part2.rar – 1000.0 MB
Blender_and_Substance_Painter_Game_Asset_Creation.part3.rar – 1000.0 MB
Blender_and_Substance_Painter_Game_Asset_Creation.part4.rar – 1000.0 MB
Blender_and_Substance_Painter_Game_Asset_Creation.part5.rar – 1000.0 MB
Blender_and_Substance_Painter_Game_Asset_Creation.part6.rar – 1000.0 MB
Blender_and_Substance_Painter_Game_Asset_Creation.part7.rar – 1000.0 MB
Blender_and_Substance_Painter_Game_Asset_Creation.part8.rar – 364.9 MB
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