Hard Surface Modeling
This course focuses on the precise modeling of man-made objects: vehicles, weapons, robots, and architecture. Unlike organic sculpting, “Hard Surface” requires strict adherence to topology rules to ensure surfaces reflect light correctly without artifacts. Students will master boolean operations, subdivision surface workflows, and the art of “Kitbashing” to create complex mechanical designs.
§ 01 By the end you can
- Master topology rules: Quads vs. N-Gons and Edge Flow
- Execute "Subdivision Surface" modeling for smooth, manufactured looks
- utilize Boolean workflows effectively (and how to clean them up)
- Create complex mechanical joints and functional parts
- Unwrap UVs specifically for hard surface texturing (Trimsheets)
§ 02 Sixteen sessions
The whole semester.
- 01Hard Surface Theory: Light & Reflection
- 02Topology Basics: Edge Loops & Holding Edges
- 03Blocking Out Mechanical Shapes
- 04Subdivision Surface Workflow (Sub-D)
- 05Modeling Flat vs. Curved Surfaces
- 06Cutting Holes in Curved Surfaces
- 07Bevels & Chamfers: Controlling Highlights
- 08 · MidtermMidterm Examination
- 09Advanced Booleans: Cut & Merge
- 10Kitbashing: Using Pre-made Parts
- 11Modeling Weapons/Props: The Receiver
- 12Modeling Weapons/Props: The Barrel/Scope
- 13UV Unwrapping Hard Surfaces
- 14Texturing Metal & Plastic (PBR)
- 15Rendering Studio Lighting for Products
- 16Final Project: The Sci-Fi Vehicle or Prop
Midterm around session 8. Final project briefed at session 8 or 9 and developed in stages until the juries.
§ 03 Final project
Final Project: The Sci-Fi Vehicle or Prop
Recommended reading
- Hard Surface Modeling in Maya/Blender (FlippedNormals Guides)
- Pushing Points: Topology Workbook by William Vaughan
- Inside the Factory: Designing for Hard Surface (Gnomon Workshop)
- Digital Modeling by William Vaughan
- The PBR Guide (Allegorithmic)
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