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LEARNING PATH

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.

Intermediate to Advanced 38h 51min 9 Workshops
Adrien Vallecilla John William Crossland Daniel Zeni Thomas Butters headshot Josh Docherty headshot Dylan Mellott headshot Babak Bina headshot
By 9 Instructors
Creating a Hero Weapon for Games thumbnail
01

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...

Thomas Butters headshot by Thomas Butters
Intermediate
6h 40m
10 Lessons
Lighting & Rendering Modeling Prop Design Texturing & Shading UV Layout
Blender icon Blender Substance Painter icon Substance Painter Marmoset Toolbag icon Marmoset Toolbag ZBrush icon ZBrush
Modeling for Film & TV: Hard-Surface Vehicles thumbnail
02

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...

Josh Docherty headshot by Josh Docherty
Advanced
2h 52m
7 Lessons
Effects Animation Lighting & Rendering Look Development Modeling UV Layout
Redshift icon Redshift Maya icon Maya Lightroom icon Lightroom Photoshop icon Photoshop
Creating a Sci-Fi Pistol for Games thumbnail
03

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...

Sean Marino headshot by Sean Marino
Intermediate
2h 22m
8 Lessons
Digital Sculpting Lighting & Rendering Look Development Modeling Prop Design Texturing & Shading UV Layout
Maya icon Maya Substance Painter icon Substance Painter Marmoset Toolbag icon Marmoset Toolbag ZBrush icon ZBrush
Vehicle Modeling for Production thumbnail
04

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...

James Schauf headshot by James Schauf
Intermediate
8h 01m
19 Lessons
Look Development Modeling
Maya icon Maya
Creating a Laser Sword for Games thumbnail
05

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...

Dylan Mellott headshot by Dylan Mellott
Advanced
2h 56m
10 Lessons
Digital Sculpting Lighting & Rendering Look Development Modeling Texturing & Shading UV Layout
3ds Max icon 3ds Max Substance Painter icon Substance Painter Marmoset Toolbag icon Marmoset Toolbag ZBrush icon ZBrush
Creating a Photorealistic 3D Prop for Production thumbnail
06

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...

Babak Bina headshot by Babak Bina
Intermediate
3h 06m
6 Lessons
Lighting & Rendering Look Development Modeling Texturing & Shading UV Layout
Mari icon Mari Maya icon Maya V-Ray icon V-Ray
Creating Props for Games, Vol. 1 thumbnail
07

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...

Nick Reynolds headshot by Nick Reynolds
Intermediate
7h 15m
13 Lessons
Game Engines Lighting & Rendering Modeling UV Layout
Marmoset Toolbag icon Marmoset Toolbag xNormal icon xNormal Unreal icon Unreal Maya icon Maya ZBrush icon ZBrush Substance Painter icon Substance Painter
Sculpting with ZModeler thumbnail
08

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...

Daniel Zeni headshot by Daniel Zeni
Intermediate
2h 03m
10 Lessons
Character Art Digital Sculpting Modeling
ZBrush icon ZBrush
Complete Photogrammetry Workflow thumbnail
09

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...

Charleston Silverman headshot by Charleston Silverman
Advanced
3h 36m
6 Lessons
Modeling Game Engines Photogrammetry
Unreal icon Unreal Agisoft Metashape icon Agisoft Metashape Photoshop icon Photoshop Substance Painter icon Substance Painter ZBrush icon ZBrush Reality Capture icon Reality Capture
Frequently Asked Questions
Everything you need to know about the Learning Path.
Learning Paths have been organized to help both aspiring and professional artists, who are looking for training based on the fundamental categories of creative work in the visual effects, animation and games industries. Each Learning Path has been curated to contain a collection of workshops that guide artists through a series of topics relevant to that path, but they are not necessarily sequential. When appropriate, however, we have organized the workshops in a path to be in a logical order. All workshops are tagged with their level (beginner, intermediate, advanced) so that you can browse the path and choose a title that matches both the subject matter and level that you are looking for.
All Gnomon Workshop instructors are professional artists from the entertainment industry, who have worked with us to structure their time, experience and knowledge into practical and inspiring training. We believe that it is important to learn from masters of the craft, who have honed those skills via years of experience working in production, collaboratively with their peers. Through time and experience, artists develop not just their creative and technical ability, but also their communication skills. These become critical aspects to being an effective lead artist, supervisor or, in our case, instructor.
Whether you choose an Annual or a Monthly Subscription, your plan will give you unlimited access to all 26 Learning Paths, allowing you to learn at your own pace. Your subscription also gives you access to the entire catalog of 350+ workshops, with new comprehensive workshops added every month.
While many workshops include Project Files, these are at the instructors’ discretion. You will find details of any project files provided on each workshop page, along with the software/tools required to tackle the workshop. If you have any questions, you can contact us via our Live Chat or email the team at support@thegnomonworkshop.com.

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