Hard Surface Modelling for Feature Animation 1001

This intermediate-level online course will introduce you to hard surface modelling techniques to create a production-ready asset.

Course schedule
Tutor
Christopher Antoniou
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Learn how to model production-ready assets for Feature Animation

In this course we will take you through the process of creating a model suitable for Feature Animation. We’ll go from breaking down the initial asset brief, creating a moodboard and gathering reference, to blocking out the asset, creating production-ready topology and UVs, and then finalising the model for the next stage of the pipeline.

Through practical examples, this course will guide you through the modelling process and the tools and techniques to that will allow you to work efficiently and effectively.

This course is part of our Feature Animation Modelling Pathway and follows on from the learning covered in Character Modelling for Feature Animation 1001 to demonstrate the general approach and philosophy to modelling a hard surface asset, and prepping the data for different stages of the asset creation process. Be aware that the course is not intended as a step-by-step guide and instead encourages the problem solving and creating thinking that is required in the creative industry.

Course Details

  • Type: On-demand
  • Level: Intermediate
  • Lessons: 13
  • Duration: 18 Hours
  • Format: Video on-demand
  • Assignments: 01
  • Tools: Maya, ZBrush, Arnold, Nuke, PureRef
  • Prerequisites: Modelling Fundamentals 1001
  • Course Access Time: Lifetime

Create an industry-standard model for Feature Animation.

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Lessons in this course

  • 01. Asset Brief, Reference Boards and Image Planes

    Lesson Duration: 1hr 05mins. In this lesson, we’ll break down the asset brief, create a moodboard, gather reference, and then set up our Maya and ZBrush modelling environments with image planes.
  • 02. Blocking out the Volumes

    Lesson Duration: 1hr 35mins. In this lesson, we'll demonstrate how to use basic primitives and kitbashing techniques to go about blocking out the asset. We’ll also cover using NURBs effectively and boolean tools in both Maya and ZBrush.
  • 03. File Referencing for Modellers

    Lesson Duration: 15mins. When it comes to production modelling, on many occasions, mutiple modellers will collaborate on an asset simultaneously. In this lesson, we'll demonstrate a workflow that allows for such team-work without the pain of stepping on each others toes.
  • 04. Retopologising the Main Pod

    Lesson Duration: 55mins. With our volumes blocked out, let's now focus on retopologising the main pod of the ship.
  • 05. Retopologising the Top Pod

    Lesson Duration: 1hr 05mins. In this lesson, we'll continue working on the retopology of our ship by focussing on the top pod.
  • 06. Retopologising the Fuel Pod

    Lesson Duration: 1hr 35mins. Continuing down the asset, we'll now focus on the topology for the fuel pod.
  • 07. Retopologising the Exhaust

    Lesson Duration: 1hr 40mins. In this lesson, we'll turn to the underside of the ship and work on the exhaust. As we come to the close of the topology modelling, we'll also look at a first pass of the naming of our objects.
  • 08. UVing our Model

    Lesson Duration: 50mins. Here, we'll give an overview of creating UVs for our model.
  • 09. Understanding Vertex Order

    When it comes to modelling, having a clear understanding of vertex order will allow you to easily transfer your model between applications and also transfer data from one mesh to another.Here we'll look at some workflows to help you deal with geometry and fix any issues that can arise. 
  • 10. Adding Sculpt Detail in Zbrush

    Lesson Duration: 40mins. In this lesson, we'll look at adding high resolution detail in ZBrush (such as damage to the ship), decimating our meshes for texturing, and working with displacement maps in Maya.
  • 11. Zbrush Projection Workflows and Model Cleanup

    Lesson Duration: 1hr 30mins. In this lesson. we will look at some of the issues that can arise when transferring data between Maya and ZBrush and how to deal with projecting geometry data. We'll then look at prepping our data and giving it the once over to ensure it is watertight.
  • 12. Model Hierarchy, Naming Conventions and Generic Material Assignment

    Lesson Duration: 3hrs 20mins. In this lesson, we'll clean up our model hierarchy, and name all the objects and groups according to the CAVE Model Naming guidelines. We'll then look at adding subdiv attributes to our geometry and generic materials.
  • 13. Creating our Model Turntable and Contact Sheet

    Lesson Duration: 3hrs. For our final lesson, we'll create our model turntables and contact sheet, and then look at submitting our version for review. This will include outputting the following: a shaded + displacement render, a smooth-shaded render, a wireframe render, and lastly a material ID render.

Tutor: Christopher Antoniou

Head of Assets

Our Head of Assets, Christopher Antoniou is an artist at heart, who aims to uplift and inspire others with his work. On his travels towards this goal, he has been working as an asset supervisor for advertising, tv and film. Chris is currently a VFX Supervisor at Outpost VFX. Previously, Chris has held positions as Head of Build for MPC Episodic and DNEG, and as an Asset Supervisor ILM. Chris also teaches at numerous educational institutes around the world.

Course Fee: £89.99

Format: Video on-demand

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