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Fortunaspark
5 min
3D Modelling Program

Hard Surface Modeling for Game Assets.

Hard Surface Modeling for Game Assets
890 AUD
Includes two rounds of instructor feedback. Payment plans available on request.
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Hard surface work, vehicles, weapons, sci-fi panels, mechanical props, sits at the core of most game art pipelines. Getting it right requires a specific set of skills that general 3D tutorials rarely cover in depth.

The high-to-low workflow

You will build a detailed high-poly model in Blender, bake the normal and ambient occlusion maps onto a low-poly game mesh, and texture it using Substance Painter. This is the same pipeline used at studios producing console and PC titles. Each project brief comes with reference sheets similar to what an art director would hand you on a real production.

Example project: a sci-fi sidearm with modular attachment points, built across three sessions

Honest expectations

Hard surface modeling has a real learning curve, particularly around getting clean edge flow and managing bake errors. The course includes dedicated troubleshooting sessions because these problems come up for everyone. Students who put in consistent hours typically produce portfolio-ready work by week ten, though results vary based on prior experience.

  • Six complete asset projects included
  • Instructor feedback on two submitted assignments
  • Private Discord channel for peer critique
Quick Reader Poll
What is your current experience with 3D modelling for games?
Industry-aligned curriculum covering tools used in real game studios — Blender, Maya, and Substance Painter.
Live sessions run in Australian Eastern Time — no recordings replace the interactive feedback you get in real-time.
Program Outline
  1. Module 1 - Reference gathering and planning your model
  2. Module 2 - High-poly blocking and form development
  3. Module 3 - Detail passes and edge refinement techniques
  4. Module 4 - Retopology for real-time meshes
  5. Module 5 - UV layout strategies for complex shapes
  6. Module 6 - Baking in Marmoset Toolbag and troubleshooting bake errors
  7. Module 7 - PBR texturing in Substance Painter
  8. Module 8 - Smart materials and procedural detailing
  9. Module 9 - Engine import and material setup in Unreal Engine 5
  10. Module 10 - Portfolio presentation and lighting for renders
What You Will Work On

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.

Learning Path
1
Fundamentals of 3D geometry and viewport navigation
2
Low-poly modelling techniques for game engines
3
UV unwrapping and texture baking workflows
4
PBR material creation in Substance Painter
5
Exporting assets into Unreal Engine and Unity
6
Portfolio review and final project critique
Ready to start building your portfolio?
Fortunaspark runs live cohorts from our Newtown studio, connecting participants across Australia and internationally. Spots are limited per intake — contact us to check availability before registering.