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3D Modeling for Games

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120 Published chapters
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01

Edxera Introduction

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02

Navigating the 3D Workspace

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03

Basic Transform Operations

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04

Primitive Modeling Foundations

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05

Understanding Topology and Quads

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06

The Edit Mode Toolkit

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07

Precision Modeling with Snapping

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08

Reference Image Setup

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09

Hard Surface Blocking

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10

Proportional Editing Techniques

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11

Working with Modifiers

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12

Advanced Extrusion Methods

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13

Smoothing Groups and Normals

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14

Introduction to Low-Poly Modeling

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15

High-Poly Modeling for Baking

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16

The Boolean Workflow

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17

Beveling and Chamfering

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18

Mesh Cleanup Strategies

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19

Modular Environment Design

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20

Asset Naming Conventions

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21

Introduction to UV Unwrapping

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22

Mastering Seam Placement

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23

UV Packing and Efficiency

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24

Identifying and Fixing Distortion

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25

Overlapping and Mirrored UVs

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26

Texel Density Standards

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27

Introduction to PBR Materials

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28

Creating Basic Shaders

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29

Texture Map Types

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30

High-to-Low Poly Baking

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31

Baking Ambient Occlusion

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32

Introduction to Substance Painter

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33

Layering and Masking Textures

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34

Using Smart Materials

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35

Procedural Texturing with Generators

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36

Hand-Painted Texture Techniques

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37

Creating Trim Sheets

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38

Decal Workflows

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39

Introduction to Digital Sculpting

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40

Sculpting Rock and Stone

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41

Retopology Foundations

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42

Modeling for Deformation

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43

Exporting for Game Engines

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44

Importing into Unreal Engine

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45

Importing into Unity

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46

Real-Time Shader Creation

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47

Level of Detail (LOD) Strategy

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48

Collision Mesh Creation

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49

Lighting Assets in Engine

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50

Intro to Character Rigging

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51

Skinning and Weight Painting

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52

Inverse Kinematics (IK) Setup

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53

Basic Game Animations

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54

Rigid Body Physics Props

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55

Cloth Simulation for Games

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56

Vertex Color Workflows

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57

Modeling Foliage and Trees

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58

Creating Water Planes

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59

Weapon Modeling: Firearms

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60

Weapon Modeling: Melee

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61

Vehicle Modeling Foundations

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62

Creating Hero Assets

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63

Background and Vista Modeling

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64

UI and Icon Modeling

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65

Sci-Fi Interior Modeling

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66

Medieval Architecture Modeling

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67

Asset Optimization Review

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68

Understanding Draw Calls

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69

Texture Packing for Engines

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70

Advanced Normal Map Theory

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71

Creating Procedural Textures

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72

Lighting for Portfolio Renders

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73

Rendering in Marmoset Toolbag

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74

Character Face Topology

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75

Sculpting Human Anatomy

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76

Hair Cards for Games

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77

Modeling Footwear and Armor

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78

Non-Humanoid Rigging

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79

Procedural Modeling with Geometry Nodes

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80

Destruction and Fracturing

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81

Creating 3D VFX Meshes

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82

Advanced UV Mapping: UDIMs

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83

Photogrammetry Basics

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84

Scripting for 3D Tools

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85

Understanding Texel Density in Large Worlds

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86

Creating Collision for Complex Shapes

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87

Advanced Shader Effects

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88

Modeling for Virtual Reality

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89

Mobile Game Art Constraints

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90

Console-Specific Optimization

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91

Creating a Style Guide

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92

Asset Version Control

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93

The Art Critique Process

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94

Speed Modeling Challenges

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95

Anatomy of a Hero Prop

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96

Building a Professional Portfolio

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97

Writing a Technical Breakdown

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98

Interviewing for 3D Art Roles

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99

Freelancing as a 3D Artist

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100

Industry Studio Structures

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101

Advanced Hard Surface: Sub-D Modeling

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102

Advanced Hard Surface: CAD to Polygons

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103

Creating Sci-Fi Panels and Greebles

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104

Sculpting Organic Environments

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105

Advanced Retopology: Facial Rigs

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106

Modeling Clothing with Marvelous Designer

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107

PBR Material Authoring with Designer

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108

Advanced Baking: Skew and Offset

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109

Creating Damage and Wear Patterns

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110

Modeling for Cinematics

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111

Working with Megascans

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112

Creating 3D Skyboxes

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113

Advanced Lighting: Lightmass and Baking

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114

Modeling for Stealth Games

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115

Modeling for Racing Games

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116

Modeling for RPGs

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117

Modeling for FPS Games

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118

Future Trends in 3D Game Art

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119

Final Project: Prop Design

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120

Final Project: Environment Piece

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