A completely revamped game asset framework.
No tricky quad topology. No time wasting. Just a workflow that will bring portfolio and studio-worthy game assets without stressing out over topology. But that's not all...
See the results our students are getting...
What's Included?
- Our comprehensive Game Asset 2.0 course ($75 value)
- SciFi Rifle modeling tutorials
- BONUS: Portfolio 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Too many people use the old, outdated method of manually applying their seams and UVs.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!
Required Tools
Additional tools we use:
- Hard Ops/Boxcutter (for modeling)
- Marmoset Toolbag (for baking)
- UVPackMaster 2 (for packing islands)
- Photoshop (for post processing/portfolio presentation)
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.