Hand Painted Prop Tutorial
Hand Painted Prop Tutorial
By Trent Comolli
Welcome to this comprehensive tutorial on modeling and hand painting a prop based on a
provided concept! This guide will lead you through each stage of the process, including project setup,
blocking out, refinement, unwrapping, texturing, and finally, exporting and rendering in Sketchfab. In
addition to this written guide, you’ll have access to a full video series that demonstrates each step in
far greater detail, project files from major stages, and an interactive 3D view of all major stages using
Sketchfab. These resources are available in the Resources tab at the top of each relevant section.
Table of Contents
Stage 0 - Introduction
Resources
Video - https://youtu.be/IZYOKIW_nfk
Project Files - https://bit.ly/3Z4uqWX
Sketchfab - https://bit.ly/4g9xaIS
Software Used
Stage 0.1 - Project Folders
Start by creating a parent folder for our project in your desired location
Next we will set up our reference folder, simply drag our concept art into the folder and
open the free software Pureref (either download the concept through the Project Files or
the Artstation Link located in Resources)
You will be met with a blank canvas when Pureref opens, perform the following steps
Always on Top will allow our Pureref window to render over other applications
Stage 0.3 - Starting Maya
Now open Maya and create a new project. We will save our project in iterations so let's
start by saving the newly opened project in our project files folder.
File > Save Scene As > “Locate your Project Files folder” > Save As
Use whatever naming convention you like when saving the project, in the video
documentation I used “Potion_01”
If you are new to navigating 3D software or to Maya, below is a list of all the basic
controls and tools we will be using in this tutorial. Feel free to experiment with what they
do or refer back to this list if needed.
● Alt + Left Mouse Button (LMB): Rotate the camera around the scene.
● Shift + Alt + LMB: (Roll Camera) Rotates the camera around its view axis (useful for
aligning the horizon).
● Alt + Middle Mouse Button (MMB): Pan the camera left, right, up, or down without
rotating.
● Alt + Right Mouse Button (RMB) or Scroll Wheel: Zoom the camera in and out smoothly.
● Hold X: (Grid Snapping) Enables grid snapping to precisely align objects to the grid.
● Hold C: (Curve Snapping) Snaps objects or components to a curve.
● Hold V: (Point Snapping) Snaps objects to vertices of other objects.
● Hold J: (Snap Rotate) Rotates an object in incremental steps (default is 15 degrees).
Start by bringing a cube into the scene to determine the scale of our prop
● Navigate to the “Poly Modeling” shelf along the toolbar at the top of the screen
● Click the Polygon Cube to create cube at the center of your scene
With the cube selected, on the right hand side of the screen you will notice the channel
box with our objects transform information and a tab for “Inputs” just below it
You should have one input for “polyCube1”. Clicking this will unfold the parameters that
control our objects default dimensions and subdivisions. (By default Maya uses
Centimeters as its standard unit so our cube should come in at 1 cm)
Ensure the cube has a Height, Width and Depth of 30 cm.
● Importing an Image Plane: To use your concept art as a guide during modeling,
import it as an image plane in the front viewport. Go to View > Image Plane > Import
Image, and select your reference image from the reference folder.
● Scaling and Positioning: Adjust the image plane so that it aligns with the
reference cube and the modeling grid. Make sure the image plane is correctly scaled
and oriented, matching the size of the reference cube.
● Enabling X-Ray Mode: To see your model and image plane simultaneously,
enable X-Ray mode by going to Shading > X-Ray. This will make your model
semi-transparent, allowing you to align it more easily with the reference image behind it.
● Layer Management for Reference Images: Once the image plane is in place,
add it to a new layer by selecting the image plane and clicking the Create New Layer
button in the Layer Editor. Rename the layer (e.g., "Ref_Image"). Lock the layer by
clicking the empty box next to the layer name until an "R" appears to prevent accidental
selection or movement.
Stage 1 - Blockout
Resources
Video - https://youtu.be/2inXqmNcxzU
Project Files - https://bit.ly/4ejlaTv
Sketchfab - https://bit.ly/4g9xaIS
Start by analyzing the basic shapes of your prop. For instance, our prop consists
primarily of cylinders. For example:
Move Tool: Press W to activate the Move Tool. Drag the cylinder to the desired
position.
○ Face Mode: Right-click with the cylinder selected and select Face
Delete Faces: Select unnecessary faces (e.g., the bottom and top faces) and
delete them by pressing Delete.
Object Mode: Ensure you are in Object Mode. Press R to activate the Scale Tool.
Uniform Scaling: Scale uniformly by adjusting the central scale handles.
● Ensure the cylinder is roughly in scale with the concept image.
Multicut Tool: Access the Multicut Tool by going to Mesh Tools > Multicut Tool or
pressing Shift + Right Click > Multicut Tool.
Add Edge Loops: Hover over the edges where you want to add loops. Holding
Ctrl while dragging will show you where the edge loop will be placed. Either click
to add loop or middle mouse button (MMB) to add the loop at the center of the
edge
Scale Edge Loops: Select the newly added edge loops and scale them using R
to adjust the proportions and details.
● Remember not to add too many loops, we just want to capture the basic
shape at this stage
Top Edge Loop: Select the edges at the top of the cylinder where the cork will be.
(Opening at the top of the bottle)
Extrude Cork: Use Ctrl + E to extrude upwards to form the cork’s base.
Extract Faces: Select the faces forming the cork and use Shift + Right Click >
Extract Faces to separate them from the bottle.
Scale Tool: Use R to scale the edge loops of the cork to fit appropriately on the
bottle. Adjust its width and height to match your concept.
4. Center Pivot:
Reposition Pivot: Select the cork, go to Modify > Center Pivot to reposition the
pivot point to the center of the cork.
Extrude Edges: Extrude both top and bottom edges and scale them inward
Select Vertices: In Vertex Mode, select the vertices of edges we just extruded.
Merge Vertices: Use Shift + Right Click > Merge Vertices to weld floating points.
Choose Merge to Center if you want them welded to their combined center point.
Move Tool: Use W to position the plane where the tag will be attached.
Rotate Tool: Press E to rotate the plane. Hold J to snap rotations for precise
alignment. In Vertex mode, position the vertices of the plane at the edges of the
tag.
Edge Mode: Select the edge at the end of the plane to form the tag.
Extrude: Use Ctrl + E to extrude and drag out.
Multicut Tool: Use the Multicut Tool to add loops where the collar detail will be
added.
Position Edge Loops: Adjust the edge loops to match the collar's design.
Face Mode: Select the faces of the collar and extrude them outwards to create
the collar’s thickness.
Rotate and zoom in different viewports to ensure the model’s shape and
proportions are accurate.
Soften Edges: Select hard edges from extruding and use Shift + Right Click >
Soften Edges to smooth the appearance without altering the model’s structure.
Save the File: Save your work regularly to avoid losing progress.
Organize Objects: Organize objects in your outliner by removing them from any
created groups (Cmd-Shift-G), clear history on objects, ensure objects have
easily identifiable names .
Stage 2 - Refinement
Resources
Video - https://youtu.be/U67fpoY3OnQ
Project Files - https://bit.ly/3ZjAFq2
Sketchfab - https://bit.ly/4g9xaIS
Before refining the model, it's essential to create a new save file to preserve previous
versions of your work. Follow these steps:
Use the shortcut Ctrl+S (or Cmd+S on macOS) to save the current scene.
Now that your project is saved, let’s begin refining the model by smoothing out large
surface areas and correcting any harsh angular lines.
In the viewport panel, switch to the Front View to get a clearer view of the
model’s profile.
Access the Modeling Toolkit and select the Multi-Cut tool (You can also access
this tool using the following methods. Go to Mesh Tools > Multicut Tool or by
pressing Shift + Right Click > Multicut Tool).
Hold Ctrl to preview the placement of edge loops.
Click with the MMB to place edge loops at equal intervals between existing
edges.
● Add what you feel is a sufficient amount of edge loops to the bottle in
order to smooth out the shape.
After adding edge loops, double-click on an edge to select the entire loop, then
manually adjust the loop's scale uniformly.
Reposition edge loops as necessary by pressing W to use the move tool and
holding Ctrl + Shift when moving to slide the loop along the object's surface.
● Focus on smoothing out the shape. Adjust based on what looks visually
appealing to you.
Enhance the model further by beveling and smoothing hard / abrupt edges for a
polished look.
Double-click the edge loops you want to bevel, which will select the entire edge
loop around the model.
Access the Bevel tool from the Modeling Toolkit or by holding Shift + Right Click
and select Bevel. Adjust the bevel using the MMB to drag and control the
amount.
Be cautious, as bevel adjustments can be sensitive. Holding Ctrl while dragging
will give you more precision.
3. Adding Segments for Smoothing:
In the bevel options, some edges you may want to add an additional segment to
round out the beveled edges. This will make the transition between edges
smoother just be mindful of how many edges you are creating.
Repeat the process of adding extra edge loops where necessary and beveling
edges in order to smooth the blockout of our model and replicate the shape of
our concept.
Add additional details such defining the shape of the tag, adding rings to the collar and
tag, and making adjustments for better representation of our concept.
Make cuts in the faces of the tag to resemble the nicks in the concept image.
Go to Mesh Tools > Multicut Tool or by pressing Shift + Right Click > Multicut Tool
Select a point on the outside edge to start the cut from > make a second cut on
the face > bring the third cut back to the outside edge > repeat this for all nicks
This process will create faces with more than 4 vertices (Referred to as N-Gons).
We will need to manually add more cuts to ensure all faces have only 3 or 4
vertices connecting them.
Mirror: in object mode, select the tag and press Shift + Right Click > Mirror.
Adjust the parameters so it mirrors to the correct side (Make sure merge
threshold is set to 0 and cut geometry is off)
Bridge: Select the outside edge of the original tag mesh and the mirrored mesh.
With both loops selected, use Shift+Right Click and select Bridge.
To add a little more shape we can also add a slight Bevel to the edges we just
bridged
Tag Detail:
● Create a Torus for the tag detail.
● Adjust the section radius and radius to match the reference image.
● Move, scale, and position the Torus to fit accurately on the tag.
● Combine with the tag and clear history. Rename to tag_low.
Collar Detail:
To close the base and collar, we need to extrude and weld the inside edges. We want to
do this to avoid seeing inside these elements once we add opacity to our bottle when
texturing. Follow these steps:
Extract the collar and base from the main mesh to work on them separately.
Select all the faces that make up the base and collar, Use Shift+Right Click and select
Extract Faces.
2. Closing the Base and Collar:
To make this stage easier you can select the collar and base and drag them out from
the rest of the model for easier editing or toggle X-ray mode like we did earlier by
selecting Shading at the top of the viewport > toggle X-Ray(Ensure the transforms on
the object are zeroed out before moving so it will be easy to snap them back to their
original location)
Bridge Collar:
Go to the top edge of the collar. Select the edge loop. Then hold shift and select the
edge loop along the bottom.
With both loops selected, use Shift+Right Click and select Bridge.
Go to the top edge of the base and select the edge loop.
Use Ctrl+E to extrude the edge toward the center of the mesh.
Switch to vertex mode, select the vertices around the edge, and use Merge to Center to
weld them together.
Move both the collar and base back to their original position if you moved them out.
Refine the inside of the bottle and add the liquid and eye detail.
Duplicate Faces:
● Select the faces of the bottle that will be duplicated for the interior.
● Use Shift+Right Click and select Duplicate Faces. Offset slightly to create an
inner bottle layer.
● Scale down the duplicated layer to simulate “thickness” for the glass.
● Close the top and bottom edges, then extrude and merge the edges.
Ensure no gaps remain.
2. Adding the Eye:
● Create a Sphere for the eye. Position and scale it within the bottle as per the
reference image.
● Soften the eye’s edges for a smoother look.
Ensure the naming convention is accurate as this will be essential when baking our
mesh maps in Substance Painter. By default Painter will use the naming convention of
“Object Name”_low but you can adjust this in Painter when we get to that stage.
Resources
Video - https://youtu.be/BM6dltHHr7E
Project Files - https://bit.ly/3MFw0Ho
Sketchfab - https://bit.ly/4g9xaIS
Before refining the model, it's essential to create a new save file to preserve previous
versions of your work. Follow these steps:
Use the shortcut Ctrl+S (or Cmd+S on macOS) to save the current scene.
In the UV Editor, right-click and select UV Shell to view the current UV layout.
Existing UVs will be messy, you can effectively reset them and erase all cuts by
using a Planar Mapping projection. There are several ways to access this
function but, with all objects selected, you can go to the UV menu > Planar
Stage 3.4 - Cutting Model
By cutting and unwrapping half of the model we can optimize our UV packing and
save time on texturing. This is because our UV information is also mirrored when
we mirror our mesh back.
Remove unnecessary faces on the eye that are blocked by liquid mesh as these
will not be visible.
With all the necessary faces selected, delete them to simplify the geometry.
Start by adding cuts to the hard edges of the model where seams will be less
visible. For example:
● Add a seam along the back of the collar and around the base
where it connects to the bottle. Also separate the top and bottom planes of
the cork (Move these objects out if you need to select the edges easier)
● Use a combination of the UV Editor and your perspective viewport
to select the edges, and then hit the Cut option in the UV Toolkit (UV
Toolkit should open when opening UV Editor).
Some areas you will need to add cuts in visible areas, for instance even if we
make cuts along the top and bottom edges of the cork we still need a seam to
unfold the cylindrical part of the cork.
After making your cuts, go into UV Shell mode (Hold Right Click in the UV
Editor).
Select each shell and use the Unfold function in the UV Toolkit to lay out the UVs
flat in the UV space.
For symmetrical objects or UV shells that already appear pretty straight, use the
Straighten UVs option in the UV Toolkit to align them neatly.
Stage 3.6 - Handling Specific Parts of the Model
The collar can be unwrapped without adding additional seams (Outside of the
seams we added to the interior edges). Simply use the Unfold option.
Use Straighten UVs to align the UVs perfectly, then adjust any vertices manually
if needed.
The Tauruses on the collar should unfold nicely after we deleted the back faces.
Add a seam on the inside and outside edge of each Taurus that still has all of its
faces intact, effectively cutting it in half.
3. Unwrapping the Tag
Cut the tag in half by adding a seam along one of the beveled edges and unfold it
in the UV Editor.
The bottle is very straightforward, since we split the model in half to start with, we
should be able to just unfold it with minimal distortions.
Stage 3.7 - Final UV Adjustments
For more complex shapes, like the rim of the bottle, expect some level of
distortion.
Use Unfold, Straighten UVs, Optimize and add additional Cuts as needed to
clean up the layout.
Add a cut down the middle of the eye and unfold it.
Add a seam at the top of the liquid, and use Unfold.
Add a seam along the bottom of the base, as this part of the model will rarely be
seen.
Use Unfold and Straighten UVs where necessary to complete the process.
Before we start doing any packing we will want to make sure all of our UV Shells
are at the same texel density (Essentially the scale in our UV space). Select one
of our UV Shells > navigate to the Transform tab in our UV Toolkit > find the Texel
Density option and press Get > Select all UV Shells and press the Set button
2. Automatic UV Layout Option
Before diving into the manual UV packing process, there's a quick automatic
option you can use if you’re in a hurry. To access this, follow these steps:
This method is convenient and efficient, but if you prefer manual control, continue
with the steps below.
● Start Dragging UV Shells: Select and drag the UV shells into the UV space.
Consider placing straightened UVs in corners and edges to maximize usage.
● Adjust Shape Placement: Round shapes can be trickier to fit, so focus on placing
them in a way that minimizes empty space. You may need to rotate and adjust
shells for better alignment.
● Fine-Tune Placement: For awkwardly shaped objects like the cork, find the best
fit wherever possible. If some shells seem too large to fit, scale them down
slightly.
● Ensure Proper Padding: Make sure there’s consistent padding between all shells
and along the UV border to avoid bleeding during texturing.
● Optimization: If needed, continue adjusting and optimizing the layout, but don’t let
the process drag on too long.
Once the UV packing looks good, fold the UV Editor and prepare to mirror the
mesh for symmetrical objects.
After mirroring, verify that the UVs remain intact. Check by selecting a UV shell and
dragging it; mirrored UV shells should remain perfectly aligned.
With UVs finalized, the next step is to prepare a high poly version of the model for
baking details in Substance Painter. The goal here is to create a detailed high poly
model that can bake fine details onto the low poly version.
Select all objects and create a new layer named Low for the low poly version.
Duplicate the low poly objects (Ctrl + D) to create the high poly version, and
move these duplicates to a new layer named High.
Rename all objects in the Low layer with the suffix "_low" (e.g., "liquid_low") if not
named already.
Rename all objects in the High layer with the suffix "_high." These naming
conventions will allow Substance Painter to automatically match high poly and
low poly objects during the baking process.
2. Subdivision for High Poly Model:
Select the high poly objects and toggle to the Smooth Preview (press 3) to see how the
mesh will look when subdivided.
Identify edges that need support for the smoothing process and Bevel them accordingly.
For example, bevel edges on the cork, collar, and tag to maintain their shape during
subdivision. Use multiple segments for sharper edges when necessary.
Toggle between smooth (3) and regular view (1) to assess how the bevels will affect the
final shape.
After adding supporting edges, select the high poly objects and apply Smooth (Shift +
right-click > Smooth). This permanently increases the mesh's subdivision, enhancing
detail.
You may need to smooth the mesh multiple times depending on the required level of
detail.
Once everything is prepared, save your scene. This concludes the UV preparation and
high poly creation steps.
Resources
Video - https://youtu.be/HoOgLh7iTqk
Project Files - https://bit.ly/4gkGfyI
Sketchfab - https://bit.ly/4g9xaIS
For the template, select PBR Metallic Roughness with Alpha Blending.
Resolution: Keep it at 1024x1024 (1K).
File Input: Navigate to your low-poly model (potion_low.fbx) and import it.
Toggle between 3D-only or 2D / 3D view using the icons at the top of the screen.
Collapse 2D view for now.
Now with the Pureref window set to always show on top, we can always have a clear
view of our concept and even use the Color Picker Tool from Substance Painter to
select colors directly from your reference images.
We will now bake high-poly mesh details onto the low-poly model.
In the baking window, under High Poly Parameters, press the Paper Icon next to
the list of high definition meshes, then navigate to and select your high-poly
model (potion_high.fbx).
3. Cage Settings:
Adjust the cage that appears around the model. Ensure there is no clipping, or
adjust it to avoid red areas indicating overlap.
Set Match option to By Mesh Name to match the high-poly and low-poly models.
Check for Name Match: Ensure there are no mismatches between your low-poly
and high-poly models. If names match, the left panel will indicate this.
Folder Creation:
Click the Folder Icon at the top of the Layers tab to create a New Folder.
Since we will be grouping our folders based on their material, name this one
Metal. (Once complete duplicate folders for the following: glass, cork, tag, liquid,
and eye)
Next we will set up a non-destructive painting workflow using fill layers and
masks.
Command: Click the Fill Layer icon at the top of the Layers tab to create a fill
layer in our folder.
Inputs: Rename the fill layer to Base, and use the Color Picker tool to select a
base color from your reference image. Adjust the hue, saturation, and brightness
if necessary. (Typically you should go less saturated for the base color)
Masking: Right Click the folder itself, select Add Black Mask, and use the
Polygon Fill Tool (4 key) to mask out the correct areas of the mesh (e.g., metal
regions for the Metal folder). This way no matter where we paint on layers in the
Metal folder, we will only paint the areas we masked out.
Duplicate the Base Layer: Name it Shadow, and repeat the process of selecting
an appropriate shadow color. Add a Black Mask to the Shadow layer, then Right
Click the mask and add a Paint. (This will allow us to paint our mask)
Repeat for Highlight: Duplicate Shadow layer and rename it to Highlight, using
the same method and adjust the color to a lighter shade.
Select the Folder: In the Layers panel, select the folder to which you want to
apply the Geometry Mask.
Access Geometry Mask Properties: Click the dashed box next to the blending
mode and opacity channel on the folder layer. This opens the Geometry Mask
properties window.
Configure the Geometry Mask:
● In the Geometry Mask properties window, you'll see a list of all the different
meshes in your model.
● Check the boxes next to the meshes you want to include in the mask, and
uncheck those you want to exclude.
● This allows you to isolate specific parts of your model for texturing.
● With the folder selected, use the "Hide / Ignore Geometry" symbol along the
top of the viewport. This icon looks like an eye with a line through it.
● Click this icon to hide geometry not included in your mask, making it easier to
focus on the isolated areas.
Ensure that each material group (metal, glass, tag, etc.) is isolated in its own
folder with respective masks applied.
If you haven't already, for each material, repeat the process:
We can automatically generate a base for effects like edge wear, highlights, and
shadows using baked mesh maps. Before we start doing any painting or effects you
may want to switch our material view to only show our base color (This will be a better
representation of our final product as we will only need a base color texture). At the top
right of the viewport click the dropdown that says Material > navigate to and select Base
Color
Right-click on a mask for one of our colors (e.g., the Highlight layer in the metal
folder).
Select Add Generator, then choose Curvature. Make sure you move the
Generator below the Paint we applied to the mask, you can simply click and drag
it down. (Makes sure our paint will affect the mask information added by the
generator)
2. Adjust Generator Settings:
Tweak properties like Balance, Contrast, and Blur to customize the generated
effect.
Lower the opacity on the Generator if the effect is too intense.
Save your progress as a Substance Painter project. File > Save As > Navigate to your
Project Files folder and name the file (e.g., potion_tex.spp).
Stage 5 - Texturing
Resources
Video - https://youtu.be/gXLgQU0qekI
Project Files - https://bit.ly/3Xgj3c2
Sketchfab - https://bit.ly/4g9xaIS
Texturing in Substance Painter is inherently iterative. You may not achieve a perfect
result in the first attempt, so patience and iteration are crucial.
Use the Magic Wand Tool to select the skull. Refine the selection by adjusting the
tolerance or using additional selection tools if needed.
Create a new layer (Ctrl+Shift+N), go to Edit > Fill, and fill the selection with
white.
Copy the skull (Ctrl+C), then create a new 256x256 canvas (Ctrl+N), unlock the
background layer, and fill it with black.
Paste the skull (Ctrl+V) into this canvas. Use Ctrl+T to transform and scale the
skull, ensuring it fits well within the 256x256 area.
Clean up any pixelation or jagged edges with a hard brush set to pure white.
Save the image as a PNG (File > Export > Quick Export as PNG) with an
appropriate name like "Alpha_01."
Click the plus icon at the bottom of the Shelf panel to import assets.
Drag the saved "Alpha_01.png" file into the import window.
2. Define Alpha Type:
In the Layers panel, open the tag folder and create a new layer. Name it "Stamp."
You can just duplicate the shadow layer and drag it above other layers for
visibility.
Use the Color Picker to select a complementary color from the tag to blend the
alpha effectively.
Go to the Mask of the Stamp layer, navigate to the Alpha tab, and drag your
custom alpha from the shelf or library.
Adjust brush size and rotate the alpha by holding Ctrl + Left Click and dragging
vertically.
Stamp the skull icon on both sides of the tag, ensuring correct placement and
alignment.
Select a Soft Brush from the Brush panel. A drawing tablet is recommended for
better control over brush strokes.
Configure the brush settings:
● Disable Size Pressure: Ensures a consistent brush size.
● Enable Pressure Flow: Controls color buildup based on pen pressure.
● During this process you will want to adjust your max flow and opacity as
you work to gradually build up value.
Set up your light direction, since our UV’s are mirrored we need to have the light
hit where the center seam on our mesh is. We will want to paint the prop so the
light source is from the front, fading towards the sides. This will guide how you
add shadows and highlights. (Look at our concept for reference in how light is
dispersed on the object)
Select one of the Paints we added on one of the Highlight or Shadow masks
Switch between Polygon Fill mode (4 key) and Brush mode (1 key) to isolate
areas that we might have some hard edges from baking or where we want to
quickly add more value, (eg. where the glass meets the base). (Using Polygon
Fill will completely fill these areas with color but we can use our soft brush to
knock down the color and fade it back)
Use soft brushes for general shadows and highlights, then switch to hard
brushes for detailed edge work.
2. Opacity Adjustments:
Adjust Opacity:
Add a black mask to the "op1" layer. Use Polygon Fill (4 key) to select the UV
shell of the bottle, painting with white on the mask to reveal effects.
● Set the opacity value to 0.55 for the bottle. For the top lip, duplicate the
layer, clear the mask, and select the UV chunk with a different opacity
value (e.g., 0.8).
Stage 5.6 - Adjusting Opacity, Highlights, and Details
1. Testing Opacity:
Toggle between Material View and Base Color to preview opacity effects. The
final render will provide a clearer view of the adjustments. (This is done through
the dropdown at the top right of the viewport)
Duplicate the final highlight layer for metal and use a hard brush to outline
prominent edges. Alternate between painting and softening for a natural look.
Spend some time detailing and refining the texture until you are satisfied with it. If
you want to see an overview of the entire process the associated video for this
chapter covers this in detail.
Stage 6 - Sketchfab
Resources
Video - https://youtu.be/LF5V7hejPwU
Project Files - https://bit.ly/4dVfUpd
Sketchfab - https://bit.ly/4g9xaIS
1. Combine the meshes using Shift + Right-Click and select Combine. Clear the
history and rename the combined mesh.
2. Weld vertices where needed by selecting vertices in Vertex Mode and using Shift
+ Right-Click to Merge Vertices. Adjust the merge threshold if necessary.
3. Adjust any clipping issues by scaling or moving parts of the model as needed.
Stage 6.4 - Exporting the Model
1. Select the combined mesh and go to File > Export Selection.
2. Choose the FBX format and ensure Embed Media is selected under File Type
Specific Options.
3. Save the file in the appropriate folder.
1. Add Sharpness and adjust the value (e.g., 0.45) for clarity. Don’t overdo it.
2. Apply Bloom effects and adjust settings to enhance the visual appeal.
3. Add a Vignette for a more dynamic presentation, feel free to come back and
adjust this after we set up the background.
Navigate back to the Scene tab and find the Background Dropdown
Set the background to a Solid Color, I prefer to use a darker less saturated color.
1. Position your model for an appealing thumbnail and save the settings.
2. Set the model to Private or Public based on your preference. Publish the model
and share the link if desired.
Conclusion
Sources