3D Product Modelling
Craft stunning 3D models of everyday objects and cutting-edge tech with our intensive course. Master lighting, texturing, and rendering to create compelling visuals for marketing, e-commerce, and design portfolios.
Model products in 3D in 4 weeks
Creating 3D products for film, TV shows, or video games is an art form in its own right. Simply pulling assets from online stores and dropping them into a 3D scene isn’t enough in today’s competitive industry. You need fundamental art skills, and if you want to stand out from the crowd and present your skills to potential clients/employers, you need to create your art. This 3D product modelling course teaches you how to create your product model from scratch.
Course Outline
Week 1: Precision Modelling & Topology
Topic A: Reference & Scale
- Importance of real-world measurements.
- Setting up Image Planes and orthographic views.
- Project Management: Incremental saves and scene organisation.
Topic B: Hard Surface Modelling Workflow
- Sub-division surfaces vs. Low-poly modelling.
- Support Loops and Holding Edges: Controlling sharpness in smoothed meshes.
- Bevels and Fillets: Replicating manufactured edges.
Topic C: Advanced Topology
- The “All-Quad” Rule: Avoiding N-Gons on curved surfaces.
- Booleans and Clean-up: Using Booleans effectively and fixing the resulting topology.
- Flow Retopology: Redirecting edge loops for complex cut-outs (e.g., button holes).
Week 2: Lookdev & Surfacing
Topic A: UV Mapping for Products
- Unfolding complex shapes without distortion.
- UDIM vs. Layout: Organising UV shells for high-resolution labels.
- The “Relax” and “Straighten” tools for clean texture application.
Topic B: Shaders & Materials (Arnold)
- Standard Surface: Mastering IOR (Index of Refraction) for glass and plastic.
- Anisotropy: Creating the “brushed metal” look for electronics.
- Clear Coat and Sheen: Simulating car paint and fabric.
Topic C: Labels & Decals
- Using AI (Gemini) for branding: Generating fictional product names and logo concepts.
- Layering Textures: Placing logos over materials using Alpha maps.
Week 3: Studio Lighting & Presentation
Topic A: Product Photography Principles
- 3-Point Studio Lighting: Mastering Key, Fill, and Rim lighting roles.
- Softboxes and Reflectors: Using Arnold Area Lights with custom textures for appealing highlights.
Topic B: The Virtual Camera (Pushes, Pulls, and Orbits)
- Focal Length: Using long lenses (85mm–100mm) to avoid product distortion.
- Camera Animation:
- The Push-In: Slow, purposeful movement towards a detail.
- The Pull-Back: Starting on a detail and revealing the full product scale.
- The Orbit: A smooth, cinematic move around the subject to show form and volume.
Topic C: Technical Presentation (Turntables & Exploded Views)
- The 360° Turntable Render:
- Setting up a seamless rotation.
- Graph Editor Mastery: Converting tangents to Linear to ensure a perfectly looping animation without “easing.”
- The Animated Exploded View:
- Hierarchy & Parenting: Organising parts for independent movement.
- The Reveal: Animating individual components “exploding” outwards to show internal engineering.
- Staggered Animation: Offsetting keyframes so the explosion feels organic.
Week 4: AI Workflow & Rendering
Topic A: Innovative AI Workflow (Using Gemini)
- The Conceptual Partner: Using Gemini to generate fictional product briefs or “backstories.”
- The Technical Advisor: Asking Gemini to troubleshoot Maya errors or Arnold render artefacts.
- AI for Environment: Using Gemini to describe a perfect 3D environment to inform your lighting.
Topic B: Arnold Render Settings
- Sampling and Noise: Getting rid of “fireflies” and grain.
- AOV (Arbitrary Output Variables): Exporting passes for post-processing.
Topic C: Final Output
- Batch Rendering the turntable and exploded view.
- Encoding: Using Media Encoder to create a high-quality MP4/MOV file.
Mentorship
- Portfolio Review: One-on-one sessions to polish your renders for ArtStation.
- Career Advice: How to find work in Product Design and Advertising agencies.


