Current Chapter: Chapter 1 - Intro
Up Next: Chapter 2 - Concept Breakdown

Grenade Asset in Substance

In Grenade Asset in Substance Painter, we start off with what it takes to model an asset. From there, we will model a block mesh in order to make sure our scale and everything is looking right before spending too much time on it. we'll then make a high poly mesh from the block mesh using subdivision modeling techniques. Next, we go over the process of UVing and creating smoothing groups for our model so we get clean bakes. I will then take them into Substance Painter 2 to bake our maps for use in easy procedural texture creation. To wrap it up we will take our model into Marmoset Toolbag 3 and set up a material and lighting for our beauty renders. Along the way I will give advice and my expertise on what it takes to be a production artist. There's a lot of great stuff to learn here, so don't miss it!

Chapter 1 - Intro
01:15
Chapter 2 - Concept Breakdown
04:03
Chapter 3 - Block in the Grenade Body
16:28
Chapter 4 - Block in the Grenade Top
19:00
Chapter 5 - High Poly Modeling the Grenade Body
17:04
Chapter 6 - Finishing the High Poly Grenade
15:21
Chapter 7 - Prepping for UVs
13:02
Chapter 1 - Intro
00:48
Chapter 2 - UVing the Grenade Body
18:47
Chapter 3 - UVing the Small Bits
19:41
Chapter 4 - Finishing UVs and Baking Textures
07:02
Chapter 5 - Getting a Base Texture Started
09:34
Chapter 6 - Continuing the Base Texture
10:34
Chapter 7 - Finishing the Base Texture and Adding Decals
19:06
Chapter 8 - Adding More Decals
19:58
Chapter 9 - Finishing the Grenade Texture
05:39
Chapter 10 - Rendering In Marmoset
11:18
Chapter 11 - Post Process in Photoshop
06:40

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