Modelling Fundamentals 1001

Learn the fundamentals of Modelling to create hard-surface and organic models.

Course schedule
Jahirul Amin

Learn how to create a photorealistic asset suitable for high-end VFX

Modelling Fundamentals is an on-demand course where students will be taught the fundamentals of 3D Modelling to create a photoreal, pipeline-ready model. Through practical hands-on learning, we’ll cover a wide range of topics covering the asset modelling process.

During this course, we’ll model 2 different assets. The first asset will be a hard-surface based asset: the wooden mallet. For this asset, we’ll capture and process our own photogrammetry reference data using a mobile phone. We’ll then take the data into Autodesk Maya for camera alignment, retopology and UVs. We’ll also look to transfer the high-res details using Maxon ZBrush and we’ll look at creating a displacement map for final rendering.

For asset number 2, we’ll be modelling a statue of a bust from Scan the World. This will allow us to focus our attention to more organic-based forms.

The aim of the course is to provide you with a strong modelling skillset. This will enable you to have a core understanding of the VFX modelling pipeline and the skills to apply this know-how to real-world projects. More importantly, beyond the button-bashing, the course will develop your observation and analytical skills and give you the confidence to know where to lay down your polygons and how to direct the flow.

Course Details

  • Type: On-demand
  • Level: Beginner
  • Lessons: 20
  • Duration: TBC
  • Format: Video on-demand
  • Assignments: 02
  • Tools: Maya, Nuke, ZBrush, Arnold
  • Prerequisites: Introduction to Maya 1001
  • Course Access Time: Lifetime

Learn about shape and form in order to create believable textures and shaders.

Industry partners

Lessons in this course

  • 01. Real-World Observation for Modelling

    We kick the course off by taking a stroll around the local area to examine natural and man-made objects.
  • 02. Analysing Reference for Modelling

    In this lesson, we'll analyse the reference we captured whilst out and about to get a better understanding of shape and form.
  • 03. How Modelling fits into the CG Pipeline

    In this lesson, we'll take a look at home Modelling fits into the wider CG pipeline.
  • 04. Modelling Workflows and Best Practices

    In this lesson, we'll analyse the reference we captured whilst out and about to get a better understanding of shape and form.
  • 05. Prepping our Asset Project Directory

    Here, we'll look at our folder structure and where we'll be saving our WIP and Published files.
  • 06. Capturing our Modelling Reference

    In this lesson, we'll look at how to go about capturing reference for the purposes of modelling.
  • 07. Sorting and Processing our Modelling Reference

    With our data captured, let's look at how to go about processing the reference, so we are ready to start modelling.
  • 08. Cameras and Lenses for Modelling

    In this lesson, we'll look at digital cameras and lenses and how they play an important role in the task of modelling.
  • 09. Modelling Tools and Working with Subdivision in Maya

    Now that we are ready to go, let's dive into the general Modelling Tools in Maya and some modelling theory.
  • 10. Retopology Tools and Directing the Flow in Maya

    Continuing with the them of tools, let's now explore the common Retopology tools in Maya.
  • 11. Introduction to UVs

    Here, we'll explore the wonderful world of UVs and how they fit into the asset creation process.
  • 12. Introduction to ZBrush

    In this lesson, we'll step out of Maya and jump into ZBrush, so we are familiar with how to add sculpt detail and go between the application and Maya.
  • 13. Blocking out our Model

    Now that we are familiar with the tools and we have a workflow planned, let's now crack on with the task of modelling by blocking out the main forms.
  • 14. Testing our Model as we Progress

    In this lesson, we'll jump between a few applications to test our model is fit for texturing, sculpting and rendering.
  • 15. Finalising the Topology

    With our model tested, let's wrap up the topology, and prep the model for sculpting.
  • 16. UVing the Model

    In this lesson, we'll create the UVs for our model.
  • 17. Adding High Res Detail

    With our UVs ready-to-go, let's now add some high res detail and test the results with a displacement and normal map.
  • 18. Creating a Model Turntable and Contact Sheet

    With our model close to final, let's render out a shaded and wireframe turntable and create a contact sheet for review.
  • 19. Publishing our Model

    Now we come to teh serious side of modelling. Checking the normals, naming conventions, material tags and so on. All the fun stuff ;)
  • 20. Modelling a Skull Exercise

    Now that you are familiar with modelling an asset, let's look at modelling a more complex asset to test your skills.

Tutor: Jahirul Amin

CAVE Academy Founder | VFX Teacher

Jahirul Amin is a Computer Animation and Visual Effects Teacher and Consultant. He specialises in designing and delivering courses to create solid and diverse production ready skills in all 3D related departments and across a number of facilities worldwide. His background in academia feeds into his ongoing connections with Universities and Colleges which provide Computer Animation and Visual Effects courses. He is also involved in course and examination design as well as lecturing, running workshops and mentoring.


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