Build Game-Ready 3D Models From Scratch

Six months of hands-on practice where you'll go from basic shapes to fully textured characters. We work with the same tools actual game studios use daily. And you get to mess up plenty along the way, which is how you really learn this stuff.

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Student working on detailed 3D character model using industry modeling software

How Your Skills Actually Develop

This isn't about racing through topics. Each module builds on what came before, so you're not just copying tutorials but understanding why things work the way they do.

1

Foundation Work

Polygon modeling basics, edge flow, and mesh topology. You'll spend weeks just making clean geometry before touching materials.

8 weeks • Portfolio piece
2

Sculpting Practice

High-poly sculpting for organic forms. Most students find this challenging at first, but it clicks after you've ruined a few dozen models.

6 weeks • Character bust
3

Retopology Skills

Taking those beautiful sculpts and making them actually usable in a game engine. Not glamorous, but absolutely necessary.

5 weeks • Game mesh
4

UV Mapping

Learning to unwrap models efficiently. Everyone hates this part initially, then realizes it makes or breaks your texturing quality.

4 weeks • Clean UVs
5

Texturing Process

PBR materials, baking maps, and making surfaces look believable. This is where your models start actually looking professional.

7 weeks • Textured asset
6

Final Production

Complete a game-ready character from concept to engine. You apply everything learned while building something worth showing employers.

10 weeks • Portfolio hero piece
Progressive stages of 3D character development from wireframe to final textured model

Weekly Feedback Sessions

Every Tuesday evening, we review work together. Sometimes your model needs an hour of adjustments. Sometimes it needs to be rebuilt. Both happen regularly.

Real Project Constraints

You work with actual polygon budgets and texture limits. Games have technical restrictions, so we don't pretend you have unlimited resources.

Building Working Files

Good organization matters when projects get complex. You'll establish habits that keep your workflow organized as file counts grow.

Practical Techniques You'll Practice

These are the workflows that come up constantly in production. Not theory - just practical methods you'll use every single day.

Detailed view of optimized game character mesh showing clean topology and edge flow

About the Learning Pace

Some techniques click immediately. Others take weeks of repetition. The program starts September 2025, giving you until March 2026 to develop genuine competence rather than surface-level familiarity.

Optimizing Mesh Density

  • Start with reference of target platform specs and polycount budget
  • Block out major forms with minimal geometry to establish proportions
  • Add edge loops only where deformation or silhouette actually requires them
  • Check triangle count continuously rather than discovering issues at the end
  • Use subdivision strategically for render passes while keeping base mesh lean
Difficulty: Intermediate Time to competence: 3-4 weeks

Baking Normal Maps Cleanly

  • Ensure high-poly and low-poly share same world space position and scale
  • Set appropriate cage distance to capture all detail without artifacts
  • Use proper naming conventions so software matches meshes correctly
  • Check for intersecting geometry in high-poly that causes baking errors
  • Test bake on small sections first before committing to full resolution
Difficulty: Advanced Common mistakes: Distance settings, mesh naming

Organizing Scene Files

  • Establish consistent layer and group naming from project start
  • Keep high-poly sculpts in separate files from game-resolution meshes
  • Save incremental versions before major changes rather than relying on undo
  • Use clear file naming that indicates asset state and version number
  • Maintain reference folder with concept art and technical specifications handy
Difficulty: Beginner Impact: Prevents hours of searching and redoing work
26

weeks of structured practice

12

portfolio-quality pieces completed

140

hours of direct instruction

18

maximum class size for attention

Program Investment

Pricing reflects the time commitment and direct instruction involved. Payment plans available to spread the cost across the program duration.

Foundation Track

EGP42,500
  • First three modules only
  • Basic modeling and sculpting
  • Weekly feedback sessions
  • Software licenses included
  • Access to learning resources
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Extended Mentorship

EGP95,000
  • Complete program included
  • Three additional months support
  • Portfolio refinement sessions
  • Application review assistance
  • Advanced technique workshops
  • Continued project feedback
Discuss Options
Instructor Rashad Talaat reviewing student 3D model topology in studio workspace

Rashad Talaat

Lead Instructor • Character Artist

I spent eight years modeling characters for mobile and console games before starting this program. Worked on titles that shipped, dealt with crunch periods, and learned what actually matters versus what just looks impressive in portfolio screenshots.

Teaching this is different from doing client work. You notice patterns in how people learn - some students grasp topology immediately but struggle with texturing. Others are natural sculptors who need help with technical optimization. The variety keeps things interesting.

What matters most? Being willing to redo work when it's not right. The students who progress fastest are usually the ones who can accept that their model needs another pass without getting discouraged. That resilience matters more than raw talent.

Collection of completed student 3D game assets showing variety of characters and props

Ready to Start Building?

Next cohort begins September 15, 2025. Applications open in May. Class size stays small intentionally, so spots fill quickly once we announce availability.

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