Learn subdivision-ready hard surface modeling in the free software Blender

A comprehensive course with over 23 hours of narrated step by step videos
 
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Hard Surface modeling in Blender

For professional hard surface modeling, either in gamedev, film or TV VFX workflows, or motion graphics, it’s essential that you know how to achieve subdivision-ready topology. In this over 23 hour hard surface modeling course, you learn to go from a boolean and modifiers-based blockout to subdivision-ready topology that is ready for film VFX or games.

Why this Course?

Creating mechanical 3D models in Blender can be approached in a variety of ways. If you don’t have concept art, you can dive straight into 3D by blocking out shapes and using sculpting techniques. This method allows you to design and model simultaneously—and I even have a video course dedicated to that approach.

But what if you do have detailed concept art and want to stay true to it? That can be a bit more challenging. That’s exactly where this new course comes in. By mastering the proper workflow for modeling from reference images, you’ll gain the skills and confidence to model almost anything with precision and ease.

Preview the Curriculum

  1. Download lessons

    1 lesson
    1. Download the lessons as ZIP files
  2. Chapter 1 - Blockout

    42 lessons
    1. 000 - Introduction
    2. 001 - Reference Images
    3. 002 - Horizontal Cylinder
    4. 003- Head Cylinder Bottom
    5. 004 - Head Cylinder Top
    6. 005 - Body Front Part
    7. 006 A - Loop Tools And F2 And Flipped Normals
    8. 006 B - Body Back
    9. 007 - Color Ids
    10. 008 - Undercarriage Part 1 And Object Colors
    11. 009 - Undercarriage Part 2
    12. 010 - Undercarriage Part 3 And Determining The Correct Shape
    13. 011 - Undercarriage Part 4 And Double Vertices
    14. 012 - Undercarriage Part 5 Knife Tool And Loop Tools Flatten
    15. 013 - Intake
    16. 014 - Lower Leg Part 1
    17. 015 - Lower Leg Part 2
    18. 016 - Upper Hind Leg Part 1
    19. 017 - Upper Hind Leg Part 2
    20. 018 - Fabric Covered Joint Tool Basics
    21. 019 - Fabric Covered Joint Part 2 Practical
    22. 020 - Bonus Lesson - Quad View
    23. 021 - Front Leg Part 1
    24. 022 - Front Leg Part 2
    25. 023 - Front Leg Part 3 Extra Object Add-On And Skin Modifier
    26. 024 - Bevel From Sharp To Soft
    27. 025 - Boolean Cuts
    28. 026 - Front Leg Part 6
    29. 027 - Front Leg Foot And Knee Joints
    30. 028 - Finishing The Front Leg
    31. 029 - Copy Attributes Menu And Mirroring
    32. 030 - Foot
    33. 031 - Railings
    34. 032 - Pipes
    35. 033 - Mirroring Duplicating And Rotating The Legs
    36. 034 - Cylinder Along Pipe
    37. 035 - More Cylinders
    38. 036 - Turret Camera Proportional Falloff
    39. 037 - Adjusting Railing Active Element Transform
    40. 038 - Additional Handholds
    41. 039 - Turret Engine
    42. 040 - Final Bits
  3. Chapter 2 - Retopology

    93 lessons
    1. 041 - Cylinder Caps
    2. 042 - Concept Vs Production Models
    3. 043 - Modeling Sharp Corners
    4. 044 - Retopo Of Cylinders Hole In Side Of Cylinder
    5. 045 - Retopo Of Cylinders Rectangular Hole In Front Of Cylinder
    6. 045 - Student Question - N-Pole Edge Flow
    7. 046 - Retopo Of Cylinders Round Holes
    8. 047 - Retopo Of Cylinders Rear Cylinder
    9. 048 - Retopo Of Cylinders Holes In Rear Cylinder
    10. 048 B - How To Fix Shading Issues And Pinching
    11. 049 - Retopo Of Cylinders Triangular Detail
    12. 050 - Retopo Of Body Rear Getting Started
    13. 051 - Retopo Of Body Rear Connecting The Dots
    14. 052 - Retopo Of Body Rear Evenly Distributed Faces
    15. 053 - Body Back Triple Edging
    16. 054 - Body Back Fixing N-Gons
    17. 055 - Railing Connection 1
    18. 056 - Railing Connection 2
    19. 057 - Redoing The Railing
    20. 058 - Small Round Holes
    21. 059 - Student Question
    22. 060 - Capsule Shaped Holes Clean-Up
    23. 061 - Small Topology Reduction
    24. 062 - Panel Cuts And Boolean Adjustments
    25. 063 - Separating Panels
    26. 064 - Connecting Vertices
    27. 065 - Adding Loops For More Evenly Distributed Quads
    28. 066 - Adding The Rims
    29. 067 - Triple Edge Panel 1
    30. 059 - Capsule Shaped Holes Boolean
    31. 068 - Triple Edge Panel 2
    32. 069 - Triple Edge Panel 3
    33. 070 - Triple Edge Panel 4
    34. 071 - Triple Edge Panel 5
    35. 072 - Triple Edge Panel 6
    36. 073 - Body Front Mirror
    37. 074 Front Detail - Hole
    38. 075 Front Detail - Diagonal Shape Part 1
    39. 076 Front Detail - Diagonal Shape Part 2
    40. 077 - Turret Bottom Part 1 Cutting Holes
    41. 078 - Turret Bottom Part 2 Shrinkwrap And More
    42. 079 - Turrett Top Part 1 Target Preparation V2
    43. 080 - Turret Top Part 2 Front Hole
    44. 081 - Turret Top Part 3 Panel Cuts
    45. 082 - Turret Top Front Panel Detail Preparing The Surface Vs2
    46. 083 - Turret Top Front Panel Detail Using Asset Browser
    47. 084 - Turret Top Side Panel Hole 1
    48. 085 - Turret Top Side Panel Hole 2
    49. 086 - Turret Top Back Panel
    50. 087 - Turret Top Upper Panel Surface
    51. 088 - Turret Top Upper Panel Holes
    52. 089 - Turret Top - Wrapping Up
    53. 091 - Undercarriage Details Annotations
    54. 090 - Undercarriage Quads
    55. 092 - Undercarriage Holes Pt1 Ripping
    56. 093 - Undercarriage Holes Pt2 Holes
    57. 094 - Undercarriage Holes Pt3
    58. 095 - Undercarriage Holes Pt4 Rectangle Holes
    59. 096 - Undercarriage Holes Pt5 Round Holes
    60. 097 - Undercarriage Holes Pt6
    61. 098 - Undercarriage Holes Pt7
    62. 099 - Front Leg N-Gons To Quads - Applying Modifiers
    63. 100 - Front Leg N-Gons To Quads - Preparing Surfaces Pt1
    64. 101 - Front Leg N-Gons To Quads - Preparing Surfaces Pt2
    65. 102 - Front Leg Redo And Retopo
    66. 103 - Front Leg Shrinkwrap V2
    67. 104 - Front Leg Panel Cut And Bevels
    68. 105 - Hip Front Panel Better Topology
    69. 106 - Hip Front Panel Corners And Vertex Creasing
    70. 108 - Shin Part 1 Surface Prep
    71. 107 - Hip Other Panels
    72. 109 - Shin Part 2 Holes
    73. 110 - Shin Part 3 V2
    74. 111 - Shin Part 4 Solidify And Bevel
    75. 112 - Shin Part 5 Align To View - Zoom To Mouse Cursor
    76. 113 - Diagonal Cutout Vertex Snapping
    77. 114 - Kneepad Mirror With Rotated Empty
    78. 115 - Knee
    79. 116 - Small Details - Edge Flow
    80. 117 - Side Cylinders-esv2-90p-bg-10p
    81. 118 - Hind Leg Thigh Retopo
    82. 119 - Hind Leg Thigh Details
    83. 120 - Hind Leg Calf Retopo
    84. 121 - Foot - Ring Around Rail
    85. 122 - Hind Leg Calf Retopo 2
    86. 123 - Hind Leg Foot Retopo
    87. 124 - Foot
    88. 125 - Some More Foot Holes
    89. 126 - Cloth Covered Joint Other Method
    90. 127 - Finishing legs and knees
    91. 128 - Finishing Legs And Feet
    92. 129 - Various Bits And Bobs
    93. 130 - Tubes And Handles
  4. Chapter 3 - UV Unwrapping

    17 lessons
    1. 131 - Uv Unwrapping Basics
    2. 132 - Uv Unwrapping Straightening Uv Islands
    3. 133 - Texel Density
    4. 134 - Udims And Margins And Mirroring
    5. 135 - Front Leg Unwrapping Narrated
    6. 135 - Front Leg Unwrapping Timelapse
    7. 136 - More Uv Unwrapping Pipes
    8. 137 - Further Unwrapping 2X Speed Timelapse
    9. 137 - Unwrap Wrap-Up
    10. 138 - Kitbash Process Part 1
    11. 139 - Kitbash Process Part 2 - Lattice Deform
    12. 140 - Kitbashing Part 3
    13. 141 - Kitbashing Part 4-1
    14. 142 - Kitbashing Part 5 Mirroring -1
    15. 143 - Kitbashing Uv Unwrap
    16. 144 - Improving Panel Cuts
    17. 145 - Keeping Planes Rectangular Under Subdivision
  5. Chapter 4 - Materials

    6 lessons
    1. 146 - Materials Start
    2. 147 - Materials - Gradient Color
    3. 148 - Combining Multiple Gradients
    4. 149 - Organising our different materials
    5. 150 - Materials - Gradient Color
    6. 151 - Combining Multiple Gradients

Course Structure

The course is divided into 5 chapters:

  • Chapter 1: Setting up reference images and creating the initial iteration of the model using the best modeling techniques for each part. (All these lessons are available now)

  • Chapter 2: Refining the model by creating proper quad topology, as you would prepare it for film production, so the surface supports for example a detailed sculpt pass for damage and small details. (All these lessons are available now)

  • Chapters 3: UV unwrapping the quad topology to 17 individual UDIM tiles, as well as adding a bit more second level detail using a (provided) kitbash kit, which is already unwrapped. We'll look at various (free) unwrapping add-ons that come with Blender, as well as tips for speeding up this task. (All these lessons are available now)

  • Chapter 4: Materials. (Currently in production)

  • Chapter 5: Rigging and Exporting (Production will start after the materials section is published entirely)

Course Schedule

Currently, the course is still in development. That means that while there is already 23 hours of content, there is still more to come. The Materials lessons are currently being created. After that, the rigging and exporting lessons will be produced.

What’s in the course?

This course includes concept art and orthographic reference images created by talented concept artist Kenn Yap, also known as Chromamoma. I’ve been a fan of Kenn’s work for years and am very excited to collaborate with him on this course.
The course is designed for you to follow along step by step. I don’t skip any parts, and I provide Blend files for each stage of the modeling process alongside the lessons.
The lessons are kept concise so you can, for example, easily complete one per day. Additionally, you can download the lessons for offline use, perfect if you’re traveling or don’t always have access to the internet.

FAQ and details

Below you can find some further explanation of the different chapters, as well as some frequently asked questions.

Get started today!

$69

+ VAT

  • Learn boolean modeling
  • Learn subdivision modeling
  • Learn Retopology
  • Learn UV Unwrapping + UDIM workflow
  • And more to come!
ENROLL

Learn how to make any hard surface model

A 3D modeler can make a model of anything they want, exactly the way they want it to look. But only if they know the right techniques. With the skills in this course, you'll know how to make solid surface objects exactly as you imagine them, again and again, reliably.

Asset pack: Kitbash Greebles

One of the assets you'll receive with the course is a greebles kit for kitbashing additional detail. These are all carefully crafted UV-unwrapped and subdivision-ready meshes. They are marked as assets, so they can be easily added to your asset browser and dragged and dropped into the scene.