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Fortunaspark
3D modelling session at Fortunaspark with a participant working on a game asset in Blender
3D
Learning Methodology

How the programme is structured

Each webinar at Fortunaspark follows a deliberate sequence rather than a loose topic list. Participants work through geometry, texturing, rigging, and engine integration in order — because skipping steps in 3D production creates problems that compound later.

  • Sessions run live, so questions get answered in the moment, not days later in a forum thread.
  • Software used: Blender, Substance Painter, Marmoset Toolbag, and Unreal Engine 5.
  • Each stage ends with a deliverable — a mesh, a texture set, a rigged character — not just a concept.
  • Recordings are available after each session for review at your own pace.
See the full programme

Five stages, one coherent pipeline

Each stage maps directly to a skill that game studios actually hire for — no filler, no detours.

01

Geometry and form language

Participants build low-poly and high-poly meshes in Blender, learning edge flow and polygon density suited to real-time environments. A character prop goes from a reference sheet to a clean mesh ready for baking — typically around 8,000–12,000 triangles for a mid-tier game asset.

Blender
02

UV mapping and texture baking

Manual UV unwrapping is covered in full — seam placement, texel density, and packing efficiency. Normal, ambient occlusion, and curvature maps are baked in Marmoset Toolbag.

Marmoset
03

PBR material creation

Physically based materials are authored in Substance Painter targeting the metallic-roughness pipeline. Sessions include mask generators, smart materials, and hand-painted detail layers.

Substance Painter
04

Rigging and skinning

Character meshes are rigged using Blender's armature system. Weight painting is refined iteratively until deformation holds under extreme joint angles — the kind of testing that exposes problems before engine import.

Blender Armature
05

Engine integration and portfolio output

Assets are imported into Unreal Engine 5, placed in a lit scene, and documented with turntable renders and wireframe breakdowns. The result is a portfolio piece structured the way studios expect to see it.

Unreal Engine 5