3D Modeling Foundations for Video Games.
Most people who start 3D modeling for games get stuck in the same place: they can follow a tutorial, but the moment they try to build something from scratch, things fall apart. This course addresses that gap directly.
What you will actually work on
You start with Blender basics, but the focus stays on game-relevant workflows from day one. Polygon budgets, UV unwrapping, and clean topology are not afterthoughts here, they are the foundation. Every exercise is built around assets that could realistically end up in a game engine.
By the end of the course, you will have modeled a crate, a weapon prop, and an environmental piece, each exported and placed inside Unreal Engine 5 so you can see how your work looks under real-time lighting.
Who this suits
People with no prior 3D experience, or those who have dabbled in Blender but never finished anything game-ready. The pace is steady, not rushed. You will need around 6 to 8 hours per week to keep up comfortably.
Tools used in this course
- Blender 4.x
- Primary modeling and UV unwrapping tool
- Unreal Engine 5
- Final asset import and lighting review
- Marmoset Toolbag
- Optional for portfolio renders
- Week 1 - Blender interface, navigation, and basic mesh editing
- Week 2 - Polygon modeling techniques and topology principles
- Week 3 - UV unwrapping and texture coordinate basics
- Week 4 - Prop modeling: crate and barrel from reference
- Week 5 - Weapon asset construction with real game poly budgets
- Week 6 - Environmental piece and modular design logic
- Week 7 - Export pipeline to Unreal Engine 5
- Week 8 - Portfolio render setup and course review
Each module builds directly on the previous one. You will produce real assets — low-poly game meshes, UV-mapped characters, and optimised environment props — that can go into a portfolio.
Sessions run over live video with screen sharing, so you can watch technique applied in context rather than following written instructions alone.
Between sessions, short exercises reinforce the key skill covered. Feedback is given on your actual files, not just on screenshots.