New intake Masterclasses on game-ready 3D assets are now open — limited seats per cohort across all regions.
BrekDovnus
3D modeling workflow for game assets
BrekDovnus — 3D for Games

3D Modeling for Video Games

Most people who start 3D modeling for games get stuck at the same point — they can sculpt something that looks decent in ZBrush, but have no idea how to get it into a game engine without it looking broken or eating through the polygon budget.

What the program covers

The curriculum runs from foundational mesh construction through to real-time asset delivery. Each module focuses on one workflow stage, with assignments built around actual game scenarios rather than abstract exercises.

  1. Polygon fundamentals — edge flow, topology rules, and where they actually matter in-engine 01
  2. High-poly sculpting in ZBrush — organic forms, hard surface, and when to use each 02
  3. Retopology in Maya and Blender — manual and semi-automated approaches compared 03
  4. UV unwrapping strategies — texel density, seam placement, and atlas packing 04
  5. Baking normal, AO, and curvature maps — Marmoset Toolbag and Substance Painter workflows 05
  6. PBR texturing and final delivery — Unreal Engine and Unity import pipelines 06

Sessions are recorded and remain accessible after each live demonstration. Feedback on assignments comes from working artists, not automated grading.

From reference sheet to engine-ready asset

The gap between a beautiful render and a functional game asset is mostly technical — poly count limits, LOD chains, draw call budgets. This program addresses those constraints directly rather than treating them as afterthoughts.

"Getting the topology right on the first pass saves hours of rebaking. That's the kind of habit this program is designed to build."

Instructors bring production experience from shipped titles. Feedback sessions reference real studio pipelines, not idealized textbook scenarios. Expect honest critique, not encouragement for its own sake.

Before the program After the program
Mesh: 380,000 tris No LODs UVs: overlapping Bake: artifacts Pipeline: manual
Mesh: 12,400 tris LOD0–LOD3 set UVs: clean atlas Bake: clean maps Pipeline: scripted
Game-ready 3D asset in Unreal Engine viewport

Enrollment and prerequisites

No prior game industry experience required, but familiarity with at least one 3D application is expected. Participants who arrive knowing basic navigation in Blender or Maya tend to get more out of the first two modules.

A GPU with at least 8 GB VRAM handles ZBrush and Substance comfortably. 16 GB system RAM is the practical minimum — 32 GB makes a noticeable difference when working with dense sculpts.
Blender is free. Student pricing for ZBrush and Substance Painter is available directly from their publishers. We provide guidance on which license tier makes sense at each stage of the program.
Sessions run about 3 hours weekly. Assignments vary — some take 2 hours, the retopology module routinely takes participants 6 to 8 hours if they do it carefully. Budget around 8–10 hours per week to keep pace.
₴18,400 Full program — installment plan available on request

Program details

  • Next cohort: September 2025
  • Max 16 participants
  • Remote — all regions
  • Completion certificate
  • help@brekdovnus.com