3D Modeling for Games: Create Your First Barrel Prop with Blender | Daniel Bogdanovic | Skillshare

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3D Modeling for Games: Create Your First Barrel Prop with Blender

teacher avatar Daniel Bogdanovic, 3D Artist

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Intro

      1:12

    • 2.

      Your Project

      0:20

    • 3.

      Basic Intro to Blender

      7:27

    • 4.

      PureRef For References

      1:45

    • 5.

      Modeling HighPoly

      6:16

    • 6.

      Modeling HighPoly Details

      12:13

    • 7.

      Modeling LowPoly

      6:40

    • 8.

      UV Unwrap

      12:55

    • 9.

      Exporting

      1:33

    • 10.

      Basic Intro to SubstancePainter

      6:40

    • 11.

      Baking

      2:54

    • 12.

      Texturing

      9:25

    • 13.

      Bonus (Applying the sticker)

      3:03

    • 14.

      Why High and Low Poly?

      1:17

    • 15.

      Importing to Unity Engine

      2:17

    • 16.

      Importing to UnrealEngine 5

      2:54

    • 17.

      Bonus ( Rendering your model for portfolio )

      10:06

    • 18.

      Outro

      1:22

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About This Class

Are you an aspiring game developer or a creative enthusiast looking to dive into the world of 3D modeling? Look no further!

Welcome to "3D Modeling for Games: Create Your First Barrel Prop," a beginner-friendly Skillshare class designed to introduce you to the exciting realms of 3D modeling using Blender and Substance Painter.

  • No Prior Experience Needed:

This class is tailored for absolute beginners. You don't need any prior knowledge of 3D modeling or computer graphics to get started. I'll guide you every step of the way.

  • Hands-On Learning:

Get hands-on experience with two powerful software tools - Blender and Substance Painter. Learn how to use these industry-standard programs to bring your creative ideas to life.

  • Understanding 3D Fundamentals:

Gain a solid understanding of key 3D modeling concepts, such as mesh creation, UV unwrapping, material assignment, and texture painting. These skills are the building blocks for more complex projects.

  • Texturing with Substance Painter:

Discover the art of texturing as we explore Substance Painter. You'll learn how to add realistic details, weathering effects, and color to your 3D models, taking them to the next level.

  • Optimized for Game Development:

Understand the importance of optimizing your 3D models for use in games. Learn techniques to reduce polygon counts while maintaining visual quality.

  • Feedback and Community:

Join a supportive community of fellow learners. Share your progress, ask questions, and receive feedback to help you improve your skills.

Meet Your Teacher

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Daniel Bogdanovic

3D Artist

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Level: All Levels

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Transcripts

1. Intro: Ever wanted to create your own game ready model? Maybe you want to start your game developer career as an Fred artist. My name is Daniel and I've been working in a game studio for two years now. And you know what, I've started just like you, by watching someone else tutorial on the Internet. Tutorial. After tutorial, I was able to create my own assets and I've built a portfolio. And in the end I've got the job. In this class, we'll go through as creation pipeline. First we'll start with references Hy, poly modeling, Low poly modeling, UV and wrap exporting, Importing it to substance painter, baking it, texturing it, and exporting textures and models. By the end of this class, we'll know how to properly create Game Acid, how to import it to game engines such as Unity or Unreal Engine. This class is for students with no experience or basic knowledge of blender and substance painter. Since for Newbies we'll have additional classes where we're going to go through navigation in both of the programs. Each lesson is around 10 minutes long and it's easy to follow up in our busy lives. After finishing this course, you will be able to post your project to project section and receive some feedback from me. So let's get started. 2. Your Project: The final project for this class will be a high quality render of our metal barrel. I strongly recommend you not to skip this part because you have an opportunity to receive some feedback from me. By this way, we'll receive two times more value out of this class. Let's go. 3. Basic Intro to Blender: Basic Introduction to Blender. Welcome. First thing you need to know that you don't need to know everything. Few things you need to know that we'll cover in this course is that you need to know modeling, UV en wrap exporting, that's all you don't need to know about animation and other stuff. Blender is a huge program where we can create probably anything, but we just keep with simple things. First you see this image window. You can press somewhere here and you will see we have our cube camera and light. You can see them here. Basically, we have three dimensional space here. We have a cube. And first question, how to navigate is middle mouse. And you can rotate along your center if you want to go somewhere, right, left, top down, I don't know. You press Shift and plays middle mouth. And you can rotate and navigate. How to select everything a X to delete everything. We have a three dimensional space. Right now it's empty, we don't have any objects. How to add an object by pressing shift a, pressing mesh and adding a cube. And how to enter edit mode. Edit mode, we're in object mode right now. We go to Edit mode. We have vertices, edges and phases. Basically those are vertices two vertices have one edge, like one line and four vertices or more have a phase. We can switch and select edges. We can go and select phases. If we want to modify it a bit, we press, we're going to move it. But if we want to snap it to any of Xs we have here axis, x axis, and y axis. You lock it to axis. Want to snap it And lock it to X axis. You press X over Ext press. You can extrude your object and press here. You can switch 1-3 on your keyboard. One is four vertices, two is four edges, and three is four phases. We can press this phase and you can press and extrude it out. To move it, we press and you can move it. Move it somewhere here. Yeah, we have sin collection here. If we want to duplicate our object, we press she and we can move it here. Simple thing we can do is we can create cylinder. Because we're going to create today cylinder. We go and we want to add more or less edges. Add cylinder and here we have vertices radius and other stuff. We can toggle it, but we can toggle it only when we're adding objects after we can not get back to date. Yeah, if we're going to reduce it to five, we're going to have a star shape, six, we're going to have seven basics. Okay. Also we have a modifier sections and other section. It looks super huge right now if you're first time open blender. But trust me, just follow my steps and you will learn by intuition. Let's model something simple. For example, a chair. We're going to add a cube. We're going to press to scale it. We're scaling it. You see right here on the right, it's changing. After you scale it in object mode, please be sure to press control a and apply the scale. Because if you didn't do it, your modifiers that are here, we're going to get to those later in the modeling section will not work properly. So if something is not working, please be sure to apply the scale. Press Z, make it thicker, press go somewhere here, go to edit mode by pressing Tab and go to phase selection mode and select this phase. We can do loop cuts by pressing control and we'll have loop cut in the middle. We can press mouse left button and toggle it. Press control B to bevel it and we can make it like this. Repeat it for this one, we want to keep your edge loop in the center, Press right click and it will snap to the center. Okay? Now select this edges and move it. Please be careful when you're modeling and you're letting it down like this. You'll have faces on the faces, you don't want to do it, your model will be wrong. Just if you're doing extrusion, please be sure to cancel it by pressing control Z. Because if you're doing like this, pressing right click mouse while you're having bases on the faces, now you don't have, okay, extrude somewhere to middle. If you want to go to front view, you press one, you'll have front view. You can press Z and move it somewhere here. Okay, we have something similar to IT, a table, and we have our model, but we are doing a chair. Press those and extrude it here. I don't just, we're making a simple model. Nothing's too special here. If we want to have two chairs, we press shift x x axis here. If you want to rotate it, press snap axis. And rotate all axis, that's it. I don't know if we'll miss something. I'll explain in the further section. Let's get to modeling our barrel. 4. PureRef For References: Before modeling, I want to share with you super helpful program that is called Pure Reefs Program where you can keep your all references in one place and use it when you're modeling or creating something so you can get it in prereef.com I've already gathered some reference images here. As you can see, Pef looks like this window. You can navigate by clicking middle mouse button and move it. If you want to zoom in, you're scrolling into scrolling out. If you want to change window, you just keep it on this and it's really easy. You can snap it to be all on top, as on bottom, you won't see it now. But if you go back to A on top, all on top, it doesn't matter how many programs you use. You don't need to press Click. I'll share this Puy file in the project files so you can have it. Or if you wish, you can find your own references and put it here. Just press copy image. And importing, for example, we have a barrel, press copy image. We press control V and we have our image. We can scale it, rotate it, and delete it. We want to, let's go to model section right now. 5. Modeling HighPoly: Hello and welcome to a modeling part where we're going to start modeling our high poly model. After this section, we'll start modeling low poly model after I'll explain the differences between them. We have our references here. We're going to put it here somewhere. We're going to report person. You're going to find him in the project files. Let's rotate him. Okay, we have our human scale. I'm reporting him just for knowing how long white our barrel should be. Let's add a cylinder and make it 26. It's too big. Also to be more detailed, we need to go to tap edit mode and add edge leg. Here we could know what are the measurements of our model. Let's scale it. And here I have length of the metal barrel 94571. Let's start with just add, press J and edge here it's meter wide, you need to do it 571. Now the link is meters step to z, x is 940, okay. We have our barrel right click, shade autos, move. We have our model here. I'll put it here. After we're going to put our model in half, just delete this edge by pressing control X. Add the lot in the middle. Go to the bottom, press here, press control plus X and press delete faces. Now we have half of our barrel. Why we're doing it? Because we're adding a modifier here. Press modifier step, add modifier. And add the mirror modifier. The select this one. And select this one. Everything we're going to do here, it's going to be mirrored there. Let's start modeling or just pre step, press control R and move it somewhere here by tuition. Press three on your Numpad to Face Selection model. Let's click old and Extrude Faces Alok normals. Press Shift and move your mouse to the top. We have edges. Now press on this one, press Extrude, so here. Now add a modifier. Add a Bevel modifier, make amount of 0.007 Let's make three segments. Okay? Add also a subdivision modifier. Where subdivision surface, we can leave it like this one, okay? Just be sure to have your scale control a apply it because modifiers can not work. Go to one on pad and control Z. Move to the top and adjust somewhere here just to be on the floor. Okay, Next what we're going to do is we're going to see the references, how it looks. Okay? Some barrels have only two lines, some of them have this rips or something similar to it. I'll be stopping by this one tal R, make a look cut. Move it somewhere here. We can turn off our edge length by pressing here. Move our edge loop by pressing Z a little bit higher somewhere here. And add a look cut here after press Partl R and make four look cuts and control to bevel them and make this one after. Select this one by pressing old shift. This one. This one and this one. Old move This, select all of them and control again to have something similar to this. We have three ribs, but I think it's too high. So we'll adjust it a bit by pressing, snapping it to Z and move it a little bit lower. Okay, we have our barrel looking, think ready. But if you see, we have also here a rip. I'll be making a rip out of this. Adding more loop cuts is just rotating your mouse. Well, press this one. Move a bit and control bit to Bl. Be sure to have only two loop cuts. You can add segments here and lower segments here. Okay, now I like it. After we need to add the top here, we need to add this one and this one. Basically, we can apply our mirror modifier because we're finished. We don't need to have mirror on the bottom because barrel don't have it. To apply the modifier you can go here and apply it shortcut for a faster way control a. In the next part we'll add our caps to this model in the next one. 6. Modeling HighPoly Details: Hello and welcome to the second part of modeling our high poly model. Let's go here, Press tab, press three under Numpad to go to selection mode. Select this phone chip S and Corso to select after our Gorcer will be here. It's of spam point. For our models, we can do another way. Press tap Shift. Move it higher. Right click, separate selection, go to object mode, select this one, set origin to geometry. If origin is here, isn't in the way it should be. They're going to be scaling by origin point set origin origin to geometry. Now we're going to scale it in that good way. Let's go to the top view. Click hold, middle mouse pot to the top seven on the mousepad. The top view, scale it and move it somewhere here, also duplicated. And move it here. We're going to do this edge on the top. Go back here to the slapping snap to vertex and look for the same options here. Press control and slap it to the vertices. Really helpful self times for me. Tap A extruded to the top. To the bottom. Okay, now we need to have a little bit of enabled Adds, go to file, add this a bit, Go to Add, go to Preferences, and click here. Adds, we need to add bolt. You need to have it selected here. Be sure to delete all of the modifiers from here and also from here. Press shift, click here to select both of them and press control here and control A. Be sure to have your mouse on the modifier control A. It will be added. You can delete this part. Select the top one control to let faces, we don't have anything here. Let's select edges by pressing old and clicking on the edges old and shift and clicking on these edges. Now we have cut here and we're going to extrude it. To extrude it to the lower, we can turn off subdivision for a while, Z, move it here and to scale here, we don't see anything because we need to add Ble Shift. Click, click here, control to add a little bit of Pbble. Now we have a nice thing here. We can turn on the subdivision. It doesn't work because we have face with separate vertices that we need to connect to fix it. We'll fix it later. For now, just turn off the subdivision and do the same process for this part, but make it smaller. To make it smaller by press go on your Numpad, press 0.5 Z, Snap it to the vertices here, and to do the same by a extruded to the top. Move it a bit down so we could go through shift control control A. Delete this part here. Control and delete it. Let's extruded to the. Okay, now we can add scale a little bit more. We can add Able here as we did for the previous one. As I see it's a bit to the corner my, in the center. I don't like it, so press here. Cato, select your link to this y and move it here. Okay, it's looking better. Okay, what we now need to do is to. Do it by hand. I think it will be better connect this vertices to this vertice. You can press this base, this face at this pace and just press triangulate faces and it will be fixed. Now we can turn on the subdivision surface and everything is working. Fight. Okay. Turn off it for a while and go to the this part. Shift course selected controlled A and a cylinder. Make it a, A eight vertices. Go to the top view where scale it here. You can go here and turn on wire frame. You can make capacity to see everything, what's going on. Okay, now let's union this shift A, right left click, partial control A. We see it's already divided, now we need to make it smaller a bit like this. Shifts selected I to move it here. Now we want to press Vertices control shift B. Do it like this, now a circle in the middle, but if we want to have a circle we need to go here. Added preferences and turn loop. Turn on this. After press click loops, circle, now we'll circle. Now we need to push the vertices here, so it would be a good mesh here at merge vertices. It will do that if we're going to put two vertices in one side. Control click it will merge. Automatically. Control here, control, snap, Control, snap. The same for everyone. Now go to face selection mode and extrude it to the top. Okay, now we're going to add this part, but we don't going to do it super detailed, just make Plc separate selection, set origin here, A extruded to the top turn off subdivision and this one modifier, whereas here, make it a bit wider and go here, C will be here. Now we can copy modifiers that I've deleted, control L, copy modifiers and it will be like this one. But I don't like too many segments. What can you do? I need to add a look cut here and the look cut in the middle. Please turn off the auto merge because with a small distance it's merging, it's working. Turn on subdivision subdivision and do something similar to this part. We're going to add virtual A by selecting the edges left. Click Cultural, D, Y here. Separate selection, set origin as to scale. Turn off the subdivision here. Turn off the subdivision on the main cylinder and turn on the level. Now peas the lower just to fill the faces. To fill the faces on the top GC, them bate higher scale to make it smaller. Shift left click cultural plus control a lead. This part, we have it in the center. What we can do okay, Plus go to the top view seven and Y and move it to the center somewhere here. Okay. Lastly is the top face shift coserve to select it, the cylinder four vertices, scale it, make it smaller more. If you want to scale by only x and y axis, you can press shift z and you can scale by two axis. On shift, click control, copy modifiers, turn on the subdivision, press this pon control B. You need to apply the scale control L scale. And now you see it's working. Be sure to a scale here and here, forgetting it sometimes turn on the bevel we can press top will be move it, add manually by hand shift. Auto smooth. You can toggle auto smooth here, make it bigger, light 40. It will be automatically auto smooth shift to get our three decors back. And now we have finished barrel in the next part will be reducing our hypolylowolyC in the next one. 7. Modeling LowPoly: Welcome. In this video we're going to make our low poly model. From high poly model, we have three separate objects. Here we have a human scale model. We can press X and delete this. We don't need it anymore now. Just press left click. Slided here, M, press New collection and call this high. No, press ****, right click, New collection. Let's call this lobe. As you see, we have two collections here. We have high. For now, we're going to high and we're going to work on our low model. What we need to do is we need to turn off the subdivision, turn off the edges, bevels, turn off them everywhere. Now we have our model here and we're going to reduce things. Now. We're going to reduce edges here. Statistics, now you see we have 4,000 triangles. This model, it's a bit too high. If we're going to press this one, we're going to hide it. If you don't see the check boxes, you can enable it here and here. Back to high, we have high. Our high is 26,000 which is high. I'll explain it a bit later. Turn off, get back to the low, open it and reduce some edges. Go to edge selection mode. Select this edge. Select this edge by holding shift A, select this, this, this in this X deletsphone also. And do the same for the other. Just select the top edge. In delitos, I will see from 4,002 700 from four, which is good, but we can reduce more. Let's go here and reduce also the parts. The parts. Let's go to the side press press control. Click here, which going to select all of the edges by cylinder. Go to selection, Check the select and press Control X edges by pressing shift holding Shift, selecting all of the edges aren't needed. No control X, it will leave a couple of them, which is good. Go again here. Old control, old select, check, er, the select vertices. We have vertices here, go to enable this part. G, double click and move it here. Okay, we pass too much here. We can delete these two edges and we can press Hold Shift and select all of them. If you want to isolate you press the Numpad, it will be much easier. And just select as control X auto smooth and make it higher, her delete this edge. Go to wire frame, back to solid. I think it is good. We have around 2000 and now we just press mode shift this triangulate faces here. This one, This one, this one, and this one. Triangle. What I'm selecting, I'll show you the other way I'm selecting. Gods can do it the other way. I can see it visually. You can miss something. Select all by trait faces by selection and equal to greater than four. And it will show all of the angles in your scene. All you can do is press right click, triangled faces. It won't show anything more. Press for this one, hit this one face, delete, because we don't see it. It's additional polygons we want to get rid of. Press here, triangled faces here, triangled faces. Delete the bottom part. We're done. So we've reduced all of the things. Best thing to do is select sharp edges. This right click mark sharp. Yeah, our barrel is looking good. Okay. In the next part we're UV unwrap our low poly model. See you there by. 8. UV Unwrap: Welcome to UV and wrap section where we're going to unwrap this barrel. Firstly, what I'm doing going here and moving and adding a second window. And choosing here UV editor. What is UV and wrap? Long story short, UV and wrap is a process when you're taking your freed model and unwrapping it into the plane, you'll have your texture here. Let's create the texture and go here. Generated UV grid. Okay, basically we have, we have texture and now we're going to wrap our barrel. Select your barrel to tap. Let's start UVL wrapping. Basically, the best UVL wrap is when you're filling whole space with your object. You don't need to leave like here, for example, too much free space because it costs a lot of density. When you unwrap your model to the maximum of this map, you'll get the maximum quality of the object, your proper or whatever it is. I'll show you how it works because it's hard to understand by the words. Let's start UV unwrapping. How to UV unwrap. Firstly, we've got to unwrap the biggest part. Create a seam here, red click marking. It cuts our object to the Sam. Make seams do the same here. Now if we're going to press, we'll have here something appear. Press and wrap. See, it's wrapping incorrectly because we need to have seen in the middle. Go and press here control, and here mark now, and wrap. Now we're having this unwrapped pink to see how our texture looks on the object. Go to Material Preview. Now you don't see anything because we need to assign the material Ad shader editor, new Go and price image texture. Connect to base color and select here UV texture. See, now we have our texture good. The fastest way to strain out our UV is to have adding, just press to grid by shape. I'll leave it in the project files. Scale it a bit to make a full screen. Go on your screen and press control L. Now we can zoom it and make it bigger. Okay, Like this, we have unwrapped our middle part. Now it's left to unwrap the other ones. Let's get the top part. Let's see what happens. Will rest here and create a seam here around Mark. Now if we're going to rest, select here by pressing L, we're going to see we have this, but it's not unwrapped. Press a wrap. We'll have this thing I think is good. If you want to see if your UV is stretching, scroll down here and press here. Display stretch angle. It will display if something is stretching. For example, the colorful is UV. The more it stretches a, get back to this part. Let's also create cheer lean from this part and this mark seam. Now if we're going to press again and we'll have a straight line which is better, we can leave it so here. Now for the top, let's go and select this part mark seam and also control old here. And mark. Now if we're going to press here and try to our think it will rap like this without any bigger stretch. We can leave it somewhere here. Also do the same for this part, actually on really small objects, you won't going to see too much thing. You can skip this process. On the bigger parts, you can see it more visible. Okay, last thing to unwrap this thing. Rap Let's check it. Okay, we have this part, let's go to the bottom and repeat it by yourself. Try to do for this, the lower part, the same UV wrap logic as we did before. Or you can wait for me, and now I'll do it together. But I strongly recommend you to post this video and do it by yourself. Let's create a cat here, Mark. Seem Okay, Rob. Okay, something in that good. Okay, I have a problem here. Clear seam to clear the seam. Paint, select here, marker. Now it's good. Okay, everything king, We have everything here. Firstly, what we need to do is fill our, give space to the maximum. Let's press L. Mop here, L mold it somewhere here. Place those here. We can turn off the stretch now and try to use maximum here. Let's put those here, here, and this part here. These two parts. We're going to move here. Yeah, in the end you should have this kind of UV unwrap. Your object is unwrap. We forgot that we have two things that are small. We're going to unwrap those together. Let's select both Press control, press shift on the barrel, control, L link materials. Now we need to adjust the same textile density. We can make those a bit smaller because we need to have the same text if you want to check your textile density. I'm also going to add textile density checker. For example, let's press and calculate, calculate textile density, okay? We have 3.4 for this 2.8 the higher textile density is there quality, it will have 0.72 0.8 They're the same. I think it's good for the barrel. And this go to mode pressing where it seems. Mark. Seem up. We can press on this object. I'll go to your UV square, set to greet by shaped and make it smaller will make much smaller. Now do the same for disple the top part. Select the edges, mark Sam. Select edge, mark seam, and cut it. Un, select this part to grid by shape. Now press all of them A, move them here, now here. And scale those and make them smaller. This, and put the power somewhere here. We can make it more detailed by Make it higher, make it bigger. Try to play with your UV and see how it goes. I think something like this is okay. We have fully up our model. Next thing. We'll export it in the next section. See there. 9. Exporting: Welcome to exporting section where we're going to export our objects. So basically we need to select all of them low poly. We don't need to unwrap Hi poly. Go to file export, press FBX. Here, press selected objects, Apply scaling FBX. All the, select this one, this one and name it. Metal barrel export. Have exported your low poly. Now go to Hide object, press H, you can press also here. Turn on your holy select, all of them. Press File Export FBX and right. Same options for this one. And press export Epix. Turn on your substance painter. Go to file. Click a new select file and press our low poly or file. Press four K Resolution and check out on Wrap if it's here. And press Ok. We have our model imported. That's it in the next part. We're going to bake our model in the next part. 10. Basic Intro to SubstancePainter: Hello to substance painter introduction. And when we are opening our substance painter for the first time, for the second time, we're always going to see this view. Don't worry if you see another window layout just to keep the same for us. Just go to window and Verity and it should reset. We're going to put this here. Go to reset I, it is going to be back. Let's add a model here and you'll find this model in project files select. Okay, here we see left window, it's a free D window, and it's here on the right, it's D, it's like how it will look on our texture Here we have materials, here we have layers. Here we have three textures that we can have and how to navigate. Used, left click, rotate, middle mouse to move, shift click to rotate, the sun, the light, how to paint similar to Photoshop. If you know what is Photoshop, then it's going to be much easier for you. Then you're going to need to understand a couple of things. Basically, on the left, in libraries, we have materials here, smart materials here, we can adjust those. We have masks, we have filters, brushes, Alpha Granges, textures and environments that we can change, but we'll stick with this one. For example, let's look for smart material plastic, just right here. Let's add plastic work here. Our head will be plastic. We're on the head. If we're going to move the body, we'll have another layer. So we can add, for example, at, for base we can use this plastic. Getting to the head, we'll stick with the head. Now how we can adjust it. We've added our smart material here and we can unfold our folder and we can see many layers here. You need to navigate to paint color and press here. I'll move myself here. You need to go down and you'll see many things that you can adjust. For example, base color, let's change to T. Metallic roughness is changing though and the height. We have color paint here some mask we can clear mask to remove mask and we won't get it. Now we have only red color with some small small dots that aren't visible. To paint on it. You can add new layer, for example, a paint layer. You can go and stick with white. And you can paint here, let's paint a smile. But we see it, we're painting at the same time on this side. Because if we want to stick only with two texture, we can go and draw only here. It will draw on the left side also. For example, you draw this smile mask. Some things, for example, you want to change something like the color can do that because you already painted here. But we're going to do other way. And I'll show you how to change color. For example, let's add layer. Click Add the black mask. Now we have fill layer and we can change it to blue. We can press on the black mask. This is our gray scale down. We're going to paint with white. And we're going to unmask the color that is under the black mask, for example. Now we're going to paint or smile on the top, for example. If we want to change the color now, we can change everything from roughness to height and so on color. We can change it right now and it will change. I strongly recommend you to use black masks, white masks, and other filters to work. Not much to say it's pretty easy to navigate in substance painter. Maybe last thing I want to show you is here we have a brush, here we have a eraser, for example, erase something from this white layer that we've painted from this one. You can just erase it like this. Okay, what else? We have a protection tool that we're going to use later on applying the stickers. Also, if you want to stick to some of the sides, you can press old shift and left click and move your mouse how you want to do it. Yeah, that's the basics of substance painter. I hope it's understandable. Can always ask in the comments. See you in the next lesson. 11. Baking: Let's get started. Navigate to our Texture set settings. Scroll out here and click on Bake Mesh Maps. Okay, we have our baking settings output size. Please be sure to have four key and press here and import our high poly model. We see that we have our model on model here. We can adjust the sizes, make sure to not have the red spots, and overlapping other spots can make it a little bigger. And we'll see how this part will go and how it's going to be baked. If something, we can switch the caps and move it to the side so we could bake it separately. And after move it back. Okay, everything seems okay. Bake selected textures. We return to painting mode, see what we have. Okay, everything seems okay. We have only this part doesn't take good. Okay, I did a mistake. You see it's not baking because my low poly UV and wrap is out of the texture. I'll fix it. Okay. I think I'll show you how I'm fixing it. I'm getting back to file, select all panes. Get back to our Velect part and move it closer. Here it's Go to file Export Pegs and click on the low export bags. Now let's get back to our substance painter. Click on new file, select Low. The same settings this card and we're going to do it again. Bake mesh maps the same. Now we have baked our model without any things we don't want to have. So in the next part we will start text sink. See in the next part. 12. Texturing: Hello to texturing part. Let's get back to our references. Open Pi, half our barrel here. Okay, I will move my head a little bit higher and make it smaller. I'll think that I'll make small color this. Let's go and look for heel and smart materials panel. We can choose which one we have. I'm going to choose this one to get back to layers. Move it lower. Move it here, we can delete this. Now we have our barrel looking more like barrel to control the light shift click move. Okay. Now we're going to control the duplicated. And we're going to go to our middle part here. And go to base color. And change the base color to something white. But we don't want to have all of white, We want to have this part. Let's do it here. Press at black mask. Now we're going to go to polygon Fil. Please be sure to select polygon film here, press on your object. We can also do it here, for example. Like this, it will be much more quicker looking similar. Getting back to brush paint. Now we can make holder for it there and name it. Okay, we base. Now let's adjust bit of this parts. If you want to adjust your edges, steel painted the red one. Go to paint. Click on white mask. Go to mask under the ambient occlusion options in the parts. I want to change the color a bit. I want to make it brighter, not too bright. Let's add some dust to our barrel quick. And add a new fielder. Go under the smart pask. Create the black mask here. Move our dust mask to this one. We have something, but we need to adjust it. Lets the balance a bit. To contrast more, we need to play. We can play tiling. We can make it smaller. We can play with color. Let's use something sandy, dusty. We can play metallic. Other stuff, but we need to do the roughness to and make the roughness on. Turn this on, the color the metallic in a bit. It's okay. We can add a couple of them here, use dirt splashes and make it again something like this. We can make it less, we can do it a bit of wet color. Look good. The color is okay. Can turn, turn out the normals. Yeah, so make it a bit like oily even more. Now, let's paint our top part. Make a Ni folder for it, name it the splash, and move it there. I strongly recommend you to keep everything organized because it's much more easier if you're working on a much bigger projects and you want to control your layers. And you have thousands, hundreds of layers and do thousands, maybe, no, but hundreds of layers and you don't know. Which one does. Now we're going to paint the cap. Try to remember how to separate object and paint only on the object. For example, if I'm adding a new material here, all of the barrel is metallic aluminum. How we can separately do only the cap part? Aluminium. We've did it with white part on our barrel. Try to remember it. Try to do it by yourself. Post this video after you can see if you did it good way as we did it before. If not, if you don't remember how we did, we can proceed together. Right now, a black mask. Go to mesh fields here. Mesh field because we have three different meshes here, we have 12 and the barrel itself, it's much faster than selecting polygons by one and this one, let's make it this plastic one again, let's look for plastic, plastic, dirt, plastic dust. I think this one is okay. Move it here again. Let's add a black mask getting back. Okay, so basically we have done it, but I want to adjust a couple of things, make some splashes to look it more realistic. You can play by yourself and look what you're going to get. So as you see here, our TD mask and how it looks like. We can also paint here if we want to paint something. For example, let's add feel black mask. And if we want to paint something, we can also paint here. So now we're going to paint some oil. Because we have oiled here, it's all oily. We're not going to do that oily, but I'll try to do something less. So let's make base color some dark. See how it paints? Okay, key light to this part. Black mask allows us to make black color, white color. Just to control the layers better. Now we can adjust the roughness, metalness here. Turn out those. Let's select cool brush, for example. We can take this dirt and paint it well. This control click to make this part smaller. You can also just your gree skills here. Just pain how you like. Some were more somewhere or less the basic soft so we spare has something here. Play with brushes, Look how it goes. I think something like this looks really nice. In the next part, we'll add a sticker and I'll show you how you can make stickers and add them to your model. See in the sticker part. 13. Bonus (Applying the sticker): Welcome to our sticker part where we're going to add stickers. First of all, we go to file import resources, we're going to find stickers and project files, add resources, stickers and stickers. Alpha texture and Alpha import resources, project. Okay, once we have our stickers imported, go to create new layer. On clicking brush, go to projection mode here. Now under the base color stickers, click right click to move scale. If you want to snap to the front view, you press hold, left click, shift. It will adjust to your view by moving mouse front view. Let's move it and add it somewhere here. Make it maybe this size. And under the, you can slightly increase it to re, will be okay. And now you can paint and how to make it without the white background. Click all black mask. The black mask, we do the same good projection. Click our alpha move here and just paint all. We'll have our sticker ready, so we go to brush and look how it looks. I think it's okay. Now, the stickers too new, we can put it here and it will be here. See it's more realistic. Now what we can do, more automated, more old, go here, here and let's paint a bit. So we go to like this, for example, and how we can paint on black. And delete A all the past, which Russ will choose. Think dishonest, working good can just risky here. Look for other brushes. Yeah, we have our sticker. Do we have textured? All of our barrel? Another lesson, we'll export it, so stay tuned and see you in the next. 14. Why High and Low Poly?: Hello. In this lesson I'll explain why are we making Hi poly and then converting it to low poly. Since game engines, for example, Unity, can't run really high poly model. Because hy polymodels sometimes can reach to millions of polygons. If you're sculpting something, what is the option to have a game model that looks really good and is fully optimized to run in game engine. Here's an example. On the left side, the cube, the low poly and the hypoly. On the right we see the same cube, low poly and high poly. But the difference between them, they look the same. But the difference between them is that one of them is low poly and is fully optimized. And second one is high poly. Longter, short baking gives us the information of the high poly mesh and transfer it to low poly mesh and it's saved all into the texture. The texture is the key. That's basically why we're doing it. Thank you and see you in the next one. 15. Importing to Unity Engine: Welcome to lesson where we're going to export for textures to Unity. Let's go to File Export Text. We have Output templates, here we have it, Universal Render Pipeline, Metallic. We're going to use this one. Get back to settings, Go to Universal Render Pipeline, save it in your folder, select folder, click Export, any of them. Now let's go to Unity. Click and create a new project, project. When need to wait a bit. We have seen here, let's go and under the assets create new folder. Let's name it metal, open it, create new folder x. Create a new again and name it Textures. I can drop our textures here, Low poly and drag. And drop to Px, Drag and drop it here. Move it here, go and create a material, lean meat barrel, material. Open it, click here. Textures albedo to albedo, normal to normal, fixtal, metallic smoothness and drop here, get back metal barrel, we need to drag and drop it also here and here we have our barrel imported to unit calls that. The next part I'll show you how to render your object so we could put it into any website showcase or anything you want to see you there. 16. Importing to UnrealEngine 5: Hello, In this part we'll export our textures to Unreal Engine. We have our file file export. Textures can go to settings, and we have output templates which we can adjust by ourselves. How we would like to go to settings and look for real back, choose your directory pol, Just click export. Now we have our textures fully textured here all it's left to do is to import it to oil. Let's do it all under the games. Click on third person metal barrel Crete. Okay, we have our sing, let's go to move here and go to content. We can create new folder, metal barrel, open it, create folder, name it, textures, create second one, name x, import low click, converene, converse unit, import all. Okay, now let's go to textures, import those here. Back to Bax, open the material, you can delete this one to your textures, select all of them. Track and drop here RGB to base color space, color map, normal map to normal. We have this one. This one has information of three layers as you see here is occlusion roughness and metallic. We're going to connect them as RGB. R is going to be occlusion, go to ambient occlusion, green roughness and metallic will be blue. Select safe can close it. Go back, go to FBX, select all of them. Track and drop. You have it, can click, move it, jump around it. You have your ready object in Unreal. Here's it. In the last lesson, we'll learn how to make a nice surrender for our ready model so we could upload it and present wherever we want to see you. 17. Bonus ( Rendering your model for portfolio ): Hello and welcome to render part where we're going to render our object or barrel in Blender. How we can import our materials to blender. We can go to our material that is Checker material and delete this part. After we go to Edit Preferences and look for Not Angular, enable it, go back to our Material tab, Rest Control Shift. Navigate to our textures and you can use Pole, which you like. Unity or Real. I'll choose click here. It will automatically apply all the textures for here. You don't need to. Now as we have our model and blender, now we need to light it. Let's think how we can do it. Also build up, you don't need to do anything. It's called tree lighting and enable it. Now for example, we can press on our Object Converge. Can press on our object, shift A, go to light, and click on three point light. Okay, we have camera, we have three lights. If we're going to go right now to render, check that it's going to be render it, it's going to be black. Let's add some base energy and you'll see that our barrel is light. Press zero on your numpad. Going go to camera modes to view. Camera to view is one and now we can rotate your camera as you wish. Let's pick this angle, close it By pressing N, we're in Render It mode. We can also add plane scale it. Okay. And you see we have some half edges. Press unclick this middle mouse. Let's fix those. How to fix those? Simple. Just go here, Press on Data and make the size for 2 meters, for example. And do the same for all of them. It's still visible. So we can make pre, the bigger light, the smaller shadow we have zero and we don't have that harsh shadows anymore. Also, we can play with our light. For example, for the back, we can reduce it a bit 80. The light can also reduce it in the key light. It's good for fired 80, for example, can make it for 800. We can make this 200. Let's play a bit. Okay, now go to camera. Let's suggest angle in this one, that's good enough. Go to camera settings and you can switch to cycles. If you have a strong computer, if you have an EV, you can stay with V. I'll switch to cycles, go to Render, and make it, for example, 512. Let's add the material for the floor, make it darker. I think I'll switch to before now and make it I don't know plates how you feel, how you like it. Okay. I think it's okay. I'm going to play it here with metallic, spectacular roughness and other settings. Okay. And after switch to cycles and you can press Render and can render your image. We're back. We have rendered this image which looks really nice and we can do a couple of more. Just go to Image Save, add a new folder renders and call this one. You can say Spiny Save Images can close this. I think that we can make the smaller amount of samples smaller. For example, 256 will be enough. What we can do else we can. Make a variations of our barrels. So switch to, for now, Capp Copy Apparel. And now we can go to Edit. Press one to select vertices on your numpad. It will enable proportional editing. It can scroll down your mouse to make it smaller and bigger and make interesting Shift Z, select and hold it. Just to make variations like the barrel is old enough and it has some damage. Don't do that too much, Just things will be enough. The smaller your circle is, the smaller you're doing it. We have one good one, smashed a bit, **** again, and make one of them really harsh example this too much the side again. So we have three barrels. We add those and we can make select all of them to the center, a empty, select all of them and control parent to empty. It's going to be a parent. Go to camera and from Target chose empty for all of them. Now camera to new, we have our barrel variations that looks really nice. I think this side view is good. Let's repeat the process, switch to cycles. After it will be rendered, I'll get back to you. Okay, we're back and we can save this and name it to Okay. The renders are done and they're looking really nice. Last one small thing that I want to cover for your portfolio to be more level up. Sometimes you see that we have of wire framed renders, for example, like this one, that harsh. But we can see the material and the mesh itself. Let's do it quickly. Let's go to our material, to our shader settings. Basically, we need to add wire frame and the shader mix shader. Okay, let's connect back to shaders on to this one. So this one, it's too big. Let's make it smaller. For example, 00.1 Turn off our wire frame. Yeah, it's good, but it's too big. I think we can make it smaller, 0.85 we can live it white color. Now we can make a second render it, switch to cycles. Let's render one more image. He's finished it, so let's see if go to our renders and we can do the same for this part. And you see we have a wire framed render now. So that will be it for this part. I think it's the last part of all the lessons. But see you in the next lesson where we're going to recap everything that we've learned. See you there. 18. Outro: Congratulations on finishing this class. I hope it was an interesting journey. You have finished your barrel, applauded it to project gallery, and received some feedback from me if you didn't do it still, I strongly recommend you to do it. I want to say thank you for choosing this class. And also I want to remind you to leave our review so I could know what future content you want to see from me. Just a short recap of what we've learned in this class. So now we know how to use puri for references. How to create our high pol model, low poly model. What are the differences between them? How to VN wrapper model, how to export it imported to substance painter, bake it, texture it, export it to any of our game engines, Unity or Unreal Engine. Best way to publish your knowledge is to start creating your net asset. It can be something different, such as Hammer Street, Light, or even a simple brick. Best way to publish your knowledge is to start creating your next asset By this workload, it can be any hammer, a brick, or anything you can imagine. Also, please subscribe to my Youtube channel so we can get in touch for further content or interesting classes. Thank you and see you in the next one by.