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FlippedNormals - Hero Prop Creation in Blender & Substance Painter by Emiel Sleegers
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FlippedNormals - Hero Prop Creation in Blender & Substance Painter by Emiel Sleegers
Video: MPEG4 Video (H264) 1920x1080 30fps 1030kbps | Audio: AAC 44100Hz stereo 132kbps
Genre: eLearning | Duration: 17hrs+ | Language: English | File size: 8.6 GB

In this course, you'll learn everything you need to know about making professional hero props for games. Senior Environment Artist, Emiel Sleegers, will be your instructor and will show you every single step of the process - no timelapses. You will learn the techniques used in today's AAA game production to make high-quality hero props for games, and create your very own Pokédex. With 17 hours of professional teaching, you'll be equipped with the knowledge you need to take your game art to the next level.

WORK LIKE A PROFESSIONAL GAMES ARTIST
In Hero Prop Creation in Blender & Substance Painter, you'll learn the techniques used every day in the AAA games industry. Understand low poly techniques, how to make a high poly model, maps baking, UV mapping, and PBR texturing. These techniques will serve as a foundation for all your game props and help you tremendously as a 3D artist.

TOOLS USED
Blender 2.8
Substance Painter 2020
Photoshop 2020
Marmoset Toolbag 3

TAUGHT BY SENIOR ENVIRONMENT ARTIST
Emiel Sleegers is a senior environment artist who has worked on several AAA titles such as The Division 2 at Ubisoft, and Forza Horizon 3 at Playground Games.

SKILL LEVEL
This course is aimed at beginners who know their way around Blender, Marmoset Toolbag, Photoshop, and Substance Painter.

REQUIREMENTS
You need to know how to use Blender, Marmoset Toolbag, Photoshop, and Substance Painter
Absolute beginners to Blender can find our Introduction to Blender series here
Absolute beginners to Substance Painter can find our Introduction to Substance Painter here

CONTAINS
50 HD Videos
Scene Files & Reference
Pokeball Bonus Tutorial

CHAPTER LIST
Blockout
00 Going Over Our Workflow And Plugins
01 What Is A Blockout
02 Creating Our Blockout Part 1
03 Creating Our Blockout Part 2

Low Poly Model
04 What Is A Low Poly
05 Creating Our Low Poly Part 1
06 Creating Our Low Poly Part 2
07 Creating Our Low Poly Part 3
08 Creating Our Low Poly Part 4
09 Creating Our Low Poly Part 5
10 Creating Our Low Poly Part 6
11 Creating Our Low Poly Part 7
12 Creating Our Low Poly Part 8
13 Creating Our Low Poly Part 9
14 Creating Our Low Poly Part 10
15 Creating Our Low Poly Part 11
16 Creating Our Low Poly Part 12

High Poly Model
17 What is a high poly
18 Creating Our High Poly Part 1
19 Creating Our High Poly Part 2
20 Creating Our High Poly Part 3
21 Creating Our High Poly Part 4
22 Creating Our High Poly Part 5
23 Creating Our High Poly Part 6
24 Creating Our High Poly Part 7
25 Creating Our High Poly Part 8
26 Creating Our High Poly Part 9
27 Creating Our Paper Sheet
28 Doing A Final Optimization Pass On Our Low Poly

UV Mapping
29 What Is UV Unwrapping
30 UV Unwrapping Our Model Part 1
31 UV Unwrapping Our Model Part 2
32 UV Unwrapping Our Model Part 3

Baking
33 What is baking
34 Baking Our Asset Part 1
35 Baking Our Asset Part 2

Texturing
36 What Is Texturing
37 Setting Up Our Painter Scene And Painting Normal Map Details
38 Creating Our Base Colors Part 1
39 Creating Our Base Colors Part 2
40 Creating Our Base Colors Part 3
41 Painting In Some Custom Damage Part 1
42 Painting In Some Custom Damage Part 2
43 Painting In Some Custom Damage Part 3
44 Creating Our Graphics In Photoshop Part 1
45 Creating Our Graphics In Photoshop Part 2
46 Creating Our Graphics In Photoshop Part 3
47 Polishing Our Texture

Rendering
48 Rendering Our Final Scene Part 1
49 Rendering Our Final Scene Part 2

Homepage

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