Hardsurface Modeling
Discover the fundamental skills needed to model hard-surface objects, props, and vehicles, with this collection of nine workshops. The featured instructors have worked for studios including Wētā FX, Disney, Zoic, Bungie, and Riot Games, and the techniques in this series cover visual effects, animation, and real-time workflows. The classes utilize tools including Maya, ZBrush, 3ds Max, Blender, and Unreal Engine. Artists will learn how to work with concept art, reference, approach topology, UV Layout, HighPoly vs LowPoly, Normal Maps, Photogrammetry, and presentation for client review.
Creating a Hero Weapon for Games
Lead Weapon & Prop Artist Thomas Butters shares his next-gen workflow for creating production-ready weaponry. This 6h 40m workshop guides artists from reference gathering and blockout, through high- and low-poly modeling (Blender, ZBrush), UV unwrapping, baking textures, detailed texturing in Substance Painter, and final portfolio renders in Marmoset Toolbag. The techniques are accessible for all experience levels...
Modeling for Film & TV: Hard-Surface Vehicles
Senior Asset Artist Josh Docherty shares his professional workflow for creating high-resolution, production-quality hard-surface vehicles for film and TV without relying on scans. This 2h 52m workshop details using camera lineups, best practices for clean topology, UVs, naming conventions, and utilizing native Maya tools to deliver a robust asset ready for Texturing, Rigging, and Lighting using Redshift and Photoshop...
Creating a Sci-Fi Pistol for Games
Associate Art Director Sean Marino shares his professional, production-ready workflow for modeling and texturing a sci-fi pistol for games. This 2h 22m workshop covers the full pipeline: blockout and mid-poly in Maya, high-poly sculpting in ZBrush, UVs, baking in Marmoset Toolbag, and final detailing in Substance Painter, providing the knowledge to create highly detailed weapons for first or third-person games...
Vehicle Modeling for Production
Visual Development Artist James Schauf shares his workflow for modeling a Mad Max inspired hot rod in Maya. This workshop focuses on the importance of reference, creating a strong block-out, and advanced hard-surface modeling techniques with an emphasis on clean topology for production. It methodically walks through modeling details like tires, rims, body, and a turret, providing tips to increase speed and quality on any hard-surface project...
Creating a Laser Sword for Games
Senior 3D Hard-Surface Artist Dylan Mellott shares his entire 3D game art pipeline for creating a professional-quality, game-ready weapon. This 2h 56m workshop covers model block-out and retopology in 3ds Max, sculpting in ZBrush, UV unwrapping (RizomUV), baking (Normals/AO) in Marmoset Toolbag 4, and final texturing in Substance Painter. It's intended to teach artists how to blend hard-surface poly modeling with organic sculpting...
Creating a Photorealistic 3D Prop for Production
Senior 3D Generalist Babak Bina guides you through his complete modeling and shading workflow for creating a photorealistic, production-ready prop. This 3h 06m workshop covers hard-surface modeling in Maya, efficient UV layout, non-destructive procedural texturing in Mari using RGB masking and shared layers, and final look-dev, shading, and rendering using V-Ray in Maya. This industry-preferred workflow is suitable for artists of any skill level...
Creating Props for Games, Vol. 1
Senior Environment Artist Nick Reynolds examines each step of the modern process for creating assets for real-time game projects. This 7h 15m workshop begins with the fundamentals and walks through the creation of a sci-fi vehicle, covering high-poly to low-poly modeling, UVs, and baking Normal Maps for production using Maya, ZBrush, Substance Painter, Marmoset Toolbag, and xNormal...
Sculpting with ZModeler
Character Artist Daniel Zeni teaches how to use ZBrush’s ZModeler brush to its full potential for creating proper hard-surface or organic topology. This 2h 03m workshop covers the basics of ZModeler, editing faces, vertices, and edges, creating necessary topology, and niche techniques like NanoMesh. It is intended for artists already comfortable sculpting in ZBrush who want to speed up their workflow and transition from traditional box modeling...
Complete Photogrammetry Workflow
If you’re looking for a complete step-by-step walkthrough of a professional photogrammetry process, look no further than this 3.5-hour workshop by Lead Digital Projects Engineer, Charleston Silverman...
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