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Fortunaspark
3D modelling workspace at Fortunaspark
About Fortunaspark

Where 3D craft meets
game-ready production

Fortunaspark runs live webinars that walk artists through the actual pipeline — from first polygon to export-ready asset — with working professionals who do this daily.

See the programme
Students working through a 3D modelling webinar session Live every week

A studio in Newtown, a classroom anywhere

Fortunaspark started in 2022 from a simple observation: most 3D tutorials online stop right before the hard parts. Topology decisions, UV density for real-time rendering, baking normals that don't break in-engine — these are the things that separate a portfolio piece from a shipped asset.

Our webinars run live so participants can ask questions mid-session. The format is closer to a studio review than a lecture, which means feedback is specific and immediate rather than generic.

38+ sessions delivered across 6 topic tracks
4 software covered Blender, Maya, ZBrush, Substance
Who leads sessions

Each webinar is run by a practitioner with shipped titles — not a generalist instructor. Presenters include Tarquin Osei, Britta Halvorsen, and Yusuf Nakamura, all currently working in games production.

Planning session for a 3D game asset pipeline webinar
Format that fits real schedules

Sessions run on weekends and weekday evenings AEST. Recordings are available for 30 days after broadcast, so you don't lose access if something comes up.

What the curriculum actually covers

The programme moves through the full production arc — concept blocking, hard-surface and organic modelling, retopology, UV mapping, texture baking, and engine integration. Each track is self-contained, so you can attend in sequence or drop into the area you need most.

Sessions are structured around a single deliverable per session. By the end you have an asset, not just notes. That said, the pace varies between tracks and some topics genuinely take more than one session to get right.

3D game asset production example
Post-processing and texture work in a webinar
Updated 3D model reviewed in session
Modelling
  • Hard-surface fundamentals
  • Organic sculpting in ZBrush
  • Retopology for real-time
  • LOD planning
Texturing
  • UV layout and density
  • Normal map baking
  • PBR material authoring
  • Trim sheet workflow
Engine & Export
  • Unreal Engine import pipeline
  • Unity material setup
  • FBX and glTF export
  • Collision and pivot setup
Block Proportions and silhouette
Detail High-poly sculpt
Retopo Game-ready mesh
Bake Maps and textures
Ship Engine-ready asset