Learn 3D Art the Right Way

Understand the why behind the how. You'll build clean models, unwrap UVs, bake textures and render finished art with the same workflows studios use, and I'll explain each step as we go.

Explore the Game Art Program
 

A Clear Path for Anyone Learning 3D Art

Everything I teach falls into three areas. Work through them in order and you'll always know what to learn next.

Pillar 1: Modeling Foundations

Clean topology, Sub-D and building shapes that hold up. Once this clicks, your models stop surprising you.

Pillar 2: Game Art Workflows

High poly, low poly, UVs, baking and texturing, taught the way they're done in production so you can use them on any project.

Pillar 3: Artistic Growth

Feedback, community and mentorship to keep you improving at your own pace.

Learn 3D Game Art With Real Production Workflows

Model, UV, bake, texture, light and present finished assets with the techniques used in studios today. It's beginner friendly, and the focus is on why each step works so you're not just copying clicks.

Course 1: Modeling, High Poly, Low Poly, UVs

Clean Sub-D modeling, accurate shapes, low poly creation and UV workflows, with a focus on the logic behind each step.

You'll learn:

  • Solid modeling workflows
  • High poly detailing
  • Low poly optimization
  • UV fundamentals
  • Clean topology principles

Course 2: Texture Baking, Texturing, Rendering, Presentation

Bake, texture and present your work with real production techniques, explained so you can reuse them on your own projects.

You'll learn:

  • Texture baking inside Substance Painter
  • PBR material creation
  • Masking workflows
  • Real-time lighting
  • Portfolio-ready presentation
Learn the Full Game Art Pipeline

New to 3D Art? Start With the Fundamentals.

The 3D Modeling & Topology Masterclass covers the foundations of clean modeling. You'll learn how good geometry works, and that makes any shape easier to build.

What you'll learn:

  • Sub-D basics
  • Edge flow
  • Quads and clean topology
  • Shape building fundamentals
  • How to judge your own models
Explore the Modeling & Topology Masterclass
 

3D Model Anything

Demos that walk through how I model, so you can use the same approach on anything

Project Files

Download the source files and see exactly how each model is built

Community

A community and Discord full of artists working on the same things you are

Q&A

Stuck on something? Ask in the Discord and get help from artists working through the same problems

From artists I've taught

Testimonials

Nathan Laitinen

Animator at Raven Studios

Aunmar's all around knowledge gave a truly enriching experience that provided comfort to the students that we can succeed just as much as he can if we put in the effort and practice. I highly recommend learning from him if you'd like to enhance your work to the next level.

Mathew Mufarreh

Tech Artist at ZeniMax Online Studios

Aunmar excels at preparing you for what to expect when you find yourself in a professional environment, without it feeling intimidating. His focus on portfolio development and presentation of work were crucial to my success in my career in game development.

Steven Learst

3D Artist at Marxent

Aunmar is an incredibly talented artist, and his expertise in the 3D was evident in every class session. He was always able to break down complex concepts into easy-to-understand lessons, always gave detailed and constructive feedback, and his assignments always challenged me to push my creative boundaries.

Not ready for a course yet?

Grab the Miro board I used in my 3D Art Talk: Topology video. It's the same one I use to explain edge flow and the modeling decisions behind clean topology.

If you can't tell yet whether your topology is good or bad, start here. It's free.

Get the Topology Board