
Introduction to five AI modeling websites, starting with Tripo, and a hands-on walkthrough of image-to-3D, 3D workspace, texturing, PBR textures, rettopology, segmentation, and export options.
Explore the highm 3D website and item 3D models, note sharp edges, high credits, and speed limits, and compare P3 versus P3 Pro for printable detail in image-to-3D general mode.
Learn to produce production-ready 3D assets with Hyper 3D by generating models from images, using single or multi-view inputs, managing credits, applying textures, and splitting before download.
Assess Meshi AI, an early AI 3D modeling site, its paywalls, credits, and export limits while noting image to 3D, text to 3D, and remesh texture workflows.
Explore the Hanong website, a cost-effective platform with 20 daily credits for models and textures, and one credit per item to generate geometry and texture for download in obj.
Explore the beta 3ds studio focus on component splitting and low mode topology to create and merge fbx assets with boundary adjustments, noting current limitations.
Use mixamo for fast automatic rigging and animation of 3d assets by uploading a model (fbx, obj, or zip), applying symmetry-based joints and 600+ presets, then export to fbx.
Learn to convert AI-generated 3D models and textures into usable, tweakable assets using Blender or ZBrush, baking with Marmoset Toolbag and Substance Painter for Unreal Engine with Nanite.
Create production ready bread assets by baking high to low poly textures in Blender and Marmoset Toolbag, unwrapping UVs, and optimizing with decimation.
Learn to texture bread assets by packing UVs into a shared texture space, bake base color, roughness, and normal maps, and optimize for Unreal Engine deployment.
Learn to prepare production-ready 3D assets in Blender and Unreal Engine, including naming conventions, texture packing, collision creation, asset import, material setup with customizable parameters, and level-of-detail optimization.
Transform a wood high-poly into a production-ready asset by clean topology, UVs, baking maps (normal, curvature, thickness, ambient occlusion), texture in Substance Painter, render in Marmoset Toolbag.
Analyze front and back sofa details from honeyon, hyper3d, and triple to select the model; prepare production assets in ZBrush and export to FBX for 3ds Max with V-Ray or Corona.
Master fast poly grouping and clean topology to prepare production-ready 3d ai assets for generative ai workflows, using symmetry, autogroup, delete hidden, weld, and dynamesh for better sculpting.
Refine an armchair model by smoothing surfaces, adding fabric wrinkles with dynamic brushes, and using back face mask and mask by poly group to localize edits.
Generate two low-poly versions of a high-poly armchair—quad and decimate—using dynamesh, zero measure, and UV Master, then bake maps to compare normal and displacement.
render ai models in corona and vray with a production-ready lighting setup in 3ds max, applying normal maps and a multi-light rig for sharp shadows.
Apply three falloffs to the diffuse texture to reveal wrinkles, then blend with a corner color and checker map for a natural, realistic look.
Explore Vray lighting and rendering workflows for product and character assets, including texturing with normal map and bump texture, and multi-light setups with light mix, exposure control, and background exclusion.
Texture a model in Vray with falloff maps, blending several falloffs via a composite overlay to emphasize edges and wrinkles, then add color, bump, and normal maps before rendering.
Course Overview: AI-Generated Models to Production-Ready Assets
Are you seeking a direct pipeline to integrate AI-generated models into your professional 3D production workflow? This course is your complete roadmap! The Comprehensive AI 3D Modeling Course, a specialized collaboration between Milad Kambari and Mehdi Beheshti, not only familiarizes you with AI tools but covers the entire process of transforming a raw AI output into a professional Asset ready for use in gaming, rendering, or sales.
Your learning journey is structured into three focused sections:
Section 1: Establishing the Foundational Pipeline (Three Projects)
In this section, we establish the foundational pipeline for transforming an AI output into a game-ready asset through three distinct projects:
Project 1 – "Apple": The full process is executed from start to finish: mesh topology cleanup, UV rebuilding, PBR texture value adjustments in Substance Painter, and the final model setup in Unreal Engine, including materials and Collision settings.
Project 2 – "Bread": The focus shifts to optimization and quality improvement: refining the mesh shape using Blender sculpt tools, learning efficient techniques for combining meshes for texturing, final rendering in Marmoset Toolbag, and complete integration into Unreal Engine with LOD creation.
Project 3 – "Wooden Piece": Designed to reinforce core skills, focusing on topology cleanup, UV corrections, and texture refinement.
Section 2: High-Quality Asset Creation and Visualization Focus
We delve deeper into selecting the best AI outputs and creating a high-detail asset, such as an armchair. We compare various AI outputs to determine the most production-suitable base model. We then transition to ZBrush to transform the High-Poly model using essential techniques like Masking and Polygroups. You will learn different Low-Poly approaches: Decimation (for Nanite workflows) and Quad Topology (for traditional displacement-based pipelines).
This section is complemented by an industrial application focus: The high-quality asset is taken into 3ds Max to demonstrate material setup and rendering using V-Ray and Corona, showing how the asset can be adapted for the visualization and architectural rendering industries. This section is delivered by Mehdi Beheshti and includes a special focus on V-Ray and Corona rendering settings within 3ds Max for architectural renders.
Section 3: Full Pipeline for a Complex Game-Ready Asset
This section culminates in a comprehensive, game-focused production pipeline for a complex asset. We bring the model into ZBrush for significant refinement and detailing to create the final High-Poly version. We then move to Substance Painter for full, professional-grade material and texture creation.
The final stage is in Unreal Engine: asset export, building advanced materials, setting up precise Collision, and even implementing Destruction Capability for dynamic gameplay scenarios.
Collaboration and Commitment: This course is a joint effort: Milad Kambari prepared the AI modeling and website introduction sections, while Mehdi Beheshti prepared the file readiness for Unreal and the V-Ray/Corona rendering sections.
Our Commitment to You: Given that AI websites are constantly being updated, we commit to updating the course content concurrently with major updates to these platforms, ensuring you always remain at the highest level of current knowledge and tools.
Tools Covered in This Course: Throughout the course, you will work with industry-standard tools including: 3ds Max, Corona, V-Ray, Blender, RizomUV, ZBrush, Marmoset Toolbag, Substance Painter, and Unreal Engine.