
Create a high-poly barrel in maya, a model with many polygons, detailing the cap and body with bevels and edge loops for accurate baking.
Learn to convert a high poly barrel to a low poly game asset in Maya. Clean up groups, subdivide, collapse edges, and merge vertices while preserving silhouette and shading.
Learn how to unwrap UVs for a low-poly oil barrel in Maya, including creating UV shells, unfolding, stitching, laying out UVs, checking texel density, and preparing textures for Substance Painter.
Render game-ready assets by smoothing edges in Maya, exporting FBX, texturing in Substance Painter, importing into Marmoset Toolbag, and postprocessing in Photoshop with wireframes and color adjustments.
Block a payphone by shaping a wire with epi curves, extruding faces, and refining edge flow for a clean low-poly game asset.
Learn payphone low-poly modeling workflow in Maya: from refining high-poly to creating a low-poly block, exporting as FBX, importing, aligning with reference, and reducing tris while preserving detail.
Master payphone uv unwrapping in Maya by cutting, stitching, unfolding, orienting, and optimizing uv shells, then layout and pack to 4k texel density with proper padding.
Texture the payphone handpiece with black, apply weathering, roughness tweaks, and a grunge-based texture to create contrast and realism.
Learn to texture a payphone asset with stencil painting in Substance 3D painter, using alpha masks for numbers, UV setup, and height, base color, and roughness adjustments.
Do you want to become a professional 3D Game Artist and create stunning assets for AAA games?
This course will take you from beginner to job-ready by teaching 3D modeling for games, UV unwrapping, and texturing with Substance Painter—the exact workflows used in the game industry today.
Whether you dream of building your first 3D model, improving your environment art, or preparing a strong portfolio, this step-by-step training in Maya and Substance Painter will help you create high-quality, optimized assets that meet professional standards.
What You’ll Learn
3D Modeling for Games in Maya – from fundamentals to advanced hard-surface workflows.
UV Unwrapping Made Easy – efficient trim sheets, modular UVs, and clean layouts.
Substance Painter for Game Texturing – realistic PBR textures, stylized looks, and optimized maps.
Look Development & Rendering – present your models in Marmoset Toolbag 4 with lighting and shaders.
AAA Asset Workflow – learn the same pipeline used in game studios.
Portfolio Project – build a production-ready environment asset to showcase your skills.
Why This Course?
Focused on AAA-style game assets, not just generic 3D tutorials.
Learn studio workflows step by step, not random tricks.
End the course with a portfolio-ready project that proves your skills.
Designed for both beginners and intermediates—no prior experience needed.
Who This Course is For
Beginners with no prior 3D modeling experience.
Intermediate 3D artists who want to refine their workflow.
Anyone passionate about creating game assets for AAA titles.
Students aiming for a career in game art or environment design.
FAQs
Q: What is 3D Modeling for Games?
A: 3D Modeling for Games is the process of creating optimized 3D objects—such as weapons, props, or environments—that can be used in real-time game engines. This course teaches you how to model, unwrap, texture, and render these assets step by step.
Q: Do I need prior experience with Maya or Substance Painter?
A: No. This course is beginner-friendly. You’ll start from the basics and gradually build toward advanced AAA workflows.
Q: What makes this course different from other 3D tutorials?
A: Unlike short tutorials, this course gives you a complete production pipeline—from Maya modeling to Substance Painter texturing and final rendering in Marmoset. You’ll create a portfolio-ready game asset that matches industry standards.
Q: Will I be able to use these skills to get a job?
A: Yes. The skills taught here are exactly what studios look for in junior and entry-level game artists: clean modeling, UVs, and professional textures.
Q: Can I use Blender instead of Maya?
A: While the course focuses on Maya, the principles of 3D modeling, UVs, and texturing apply to any software. Substance Painter is industry standard for texturing.