A completely revamped game asset framework.

Discover the workflow that will actually deliver you results for your hard surface game assets, 100% of the time.

 
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See the results our students are getting...

What's Included?

  • Our comprehensive Game Asset 2.0 course ($75 value)
  • SciFi Rifle modeling tutorials
  • BONUSPortfolio presentation
  • BONUS: Our complete MAD-T framework PDF
  • BONUS: Double Your Resolution Using Texture Sets
  • Over 6 hours of video training (live commentary, no timelapses)

Modeling

Complete SciFi Rifle modeling tutorials (4+ hours process videos)

 

Although this course aims to focus on our MAD-T framework for game assets, it wouldn't be a course without showing you the modeling as well!

We've included a full set of commentated, real-time tutorials on the creation of the SciFi rifle (shown in the course and on the thumbnail).

Decimation

 

Decimating your mesh is essential in order to have a well-optimized mesh. We use two primary techniques for this.

This is an essential step, otherwise you may have problematic bakes.

 

Automation

 

Too many people use the old, outdated method of manually applying their seams and UVs.

This method is slow and inefficient. We've developed a much more powerful solution to save you hours of time unwrapping.

 

Triangulation

 

Triangulation is essential for hard surface game assets. Without it, you're in for a big mess.

This is because external 3D software will have their own triangulation algorithms, and since we're using booleans and ngons, that is a big no-no! We'll show you how to fix that.

 

 

Baking

 

Baking is an essential part of the game asset workflow.

It allows you to take a low-poly mesh, and view it as if it were high-poly! This is a perfect technique for optimization.

 

 

Texturing

 

Once our model is complete, it's time to texture it!

We'll be using Substance Painter for this one, a powerful texturing software.

 

Unreal Engine Import

 

This is the easiest step of the entire process. Once your model is complete, you simply have to import it along with the textures.

 

ADDITIONAL MATERIAL

Double Your Resolution Using Texture Sets

 

Sometimes you just need more resolution, even though you're already using 2k or 4k.

You can easily achieve this using multiple texture sets, and we've included a bonus set of tutorials on how to do just that.

ADDITIONAL MATERIAL

Our MAD-T Framework PDF

 

We've included a full PDF reference guide to assist you after you complete the course.

Use it as a reference while you're making your own game assets!

ADDITIONAL MATERIAL

Portfolio Presentation

 

Having a proper portfolio showing off your work is essential.

Without it, even if you have the most badass game asset, no one will get "wowed" by your work. Make it count!

 

 

BASIC

$75

  • The Blender Bros Hard Surface Game Asset 2.0 Course ($75 value) 
  • All additional material listed above
ADD TO CART

PLATINUM

$97

Recommended

  • The Blender Bros Hard Surface Game Asset 2.0 Course ($75 value) 
  • Hard Surface UV Unwrapping in Blender ($40 value)
  • All additional material listed above
  • PLATINUM BONUS: How To Structure Your Portfolio training
  • PLATINUM BONUS: Examples of Clients Reaching Out
  • PLATINUM BONUS: How To Be Discovered Using Social Media training
ADD TO CART

Required Tools

Additional tools we use:

P.S. - When you enroll in the Blender Bros Hard Surface Game Asset 2.0 course you are joining risk free. You have 60 days to engage in all of the strategies and tutorials we cover, or your money back.

Once you learn how to properly and efficiently create your very own game assets, you'll be well on your way to developing a more robust portfolio, working in the game industry, or simply advancing your skill set.

We understand the frustration that comes with making hard surface models and getting them to work effectively in game engines.

I spent years running into all sorts of rendering, shading, and import issues. Sometimes they worked, and sometimes they didn't. But there was a never a framework for me to follow.

This is why we developed the MAD-T framework for hard surface game assets. It works. It's simple. And anyone can use it.

M - Modeling

A - Automation

D - Decimation

T - Triangulation

We are so confident in this framework that we have no doubt it'll work for you. We've tested it thoroughly on all sorts of hard surface game assets, and it has never failed.

We're excited to share this curriculum with you!

Josh Gambrell

Josh is a 3D hard-surface artist, educator, and YouTuber who has been using the Blender 3D software for nearly a decade. He has a passion for helping people fulfill their 3D goals and visions, while also providing the necessary resources needed to achieve mastery.

 

Ponte Ryuurui (Ryuu)

Ponte Ryuurui (Ryuu) is a Tokyo based multi-genre artist, author and educator. Currently focusing on 3D hard surface concept art and creating 3D courses for Blender. Ryuu is also a professional portrait photographer and a certified Master of Japanese calligraphy with All Japan Calligraphy and Literature Association, as well as an author of several books on the subject of Japanese writing systems.