🔥 Curtision / 3D

New to 3D? You’re in the right place. This page explains the basics (in plain English), shows the workflow from idea → finished model, and links to my videos and asset drops.

🚀 Quick Start (If You’re Brand New)

3D is like digital sculpture and digital Lego combined. You shape a model, give it surfaces (materials), and then show it in an engine (like Unreal) or render it as an image/video.

What is a 3D model?

  • A mesh is the object made of tiny polygons (usually triangles/quads).
  • Topology is how those polygons are arranged (important for animation).
  • UVs are a “flattened map” so you can paint textures onto the mesh.
  • Textures are images that define color, roughness, and details.

What is sculpting vs modeling?

  • Sculpting = push/pull clay (great for characters, creatures, organic shapes).
  • Modeling = building clean shapes (great for robots, props, architecture, hard surfaces).
  • Most real projects use both: sculpt for form, model for clean parts.

What is an engine?

  • Unreal Engine and Godot are real-time engines (games/cinematics).
  • They handle lighting, materials, animation playback, and interactive logic.
  • “Real-time” means you see results instantly, not after long rendering.

What you’ll build first

  • Start with a simple prop: coin, crate, sword, or cabin.
  • Then try a character: base mesh → sculpt → retopo → rig → animate.
  • Don’t start with perfection. Start with momentum.

📘 Mini Glossary (So You Understand the Page)

Mesh

The 3D object made from polygons (the “geometry”).

Topology

How polygons flow. Clean topology matters for deformation (bending elbows, knees, faces).

Subdivision

A smoothing method that adds polygons and rounds shapes. Needs good edges to stay sharp.

Retopology (Retopo)

Rebuilding a high-detail sculpt into a clean, animation-ready mesh.

UV Unwrap

Flattening a 3D surface into a 2D “map” so textures can be applied correctly.

Baking

Transferring details from a high poly sculpt to a low poly mesh (via texture maps).

Normal Map

A texture that fakes tiny surface detail (creases, bevels, dents) without extra polygons.

Rigging

Adding a skeleton to a mesh so it can be posed and animated.

🎬 Videos & Asset Drops

These clips show assets and experiments. Click a card to load the player (it stays fast until you click).

🧰 The Software (Explained Simply)

You don’t need every program. Think of these as “specialist tools” in a workshop. Choose what solves your current step.

🤖 Meshy AI

What it is: AI that can generate a rough 3D model from text/images.

How beginners use it: get a starting shape fast, then clean it in Blender or ZBrush.

  • Great for prototypes and quick idea exploration.
  • Often needs cleanup for animation (topology).

🧱 Tinkercad

What it is: super-simple browser-based modeling using primitives (boxes/cylinders).

How beginners use it: build clean blocky shapes fast (robots, props, mechanical parts).

  • Think “digital cardboard + glue”.
  • Export, then refine in Blender/ZBrush.

🌀 Blender

What it is: a free all-in-one 3D suite.

How beginners use it: learn one tool that can do almost everything.

  • Modeling, sculpting, UVs, texturing, animation, rendering.
  • Excellent for “finish and export” workflows.

🧩 Maya

What it is: a professional industry tool for animation and rigging.

How beginners use it: usually later, when aiming for studio pipelines.

  • Very strong character animation workflows.
  • Great for larger projects and collaboration.

🪓 ZBrush

What it is: a dedicated digital sculpting powerhouse.

How beginners use it: sculpt characters/creatures fast once the basics “click”.

  • Best-in-class sculpt speed + detailing.
  • Interface feels weird at first — totally normal.

🧬 Houdini

What it is: node-based procedural 3D (non-destructive workflows).

How beginners use it: build systems that generate variations (rocks, buildings, scatters).

  • Instead of “doing steps manually”, you build a recipe.
  • Change a parameter → whole output updates.

⚡ Unreal Engine

What it is: real-time engine for games and cinematic visuals.

How beginners use it: import a model, apply materials, light a scene, render instantly.

  • Looks amazing fast (lighting + post-processing).
  • Blueprints allow logic without deep coding.

🌱 Godot

What it is: a lightweight game engine.

How beginners use it: quick prototypes and smaller games with clean structure.

  • Fast iteration, efficient workflows.
  • Great for indie-style projects.

🗺️ The Full Workflow (From Nothing to Finished)

Step 1 — Reference & Planning

  • Pick a target: game asset (low poly) or cinematic (high detail).
  • Collect references: front/side, materials, and lighting mood.
  • Decide what matters: silhouette, detail, realism, style.

Step 2 — Blockout (Big Shapes)

  • Create the simplest version that reads well at a distance.
  • Characters: start with a base mesh or mannequin.
  • Hard surface: primitives first (boxes/cylinders), then refine.

Step 3 — Sculpt / Model (Mid Forms)

  • Define anatomy groups, clothing folds, armor plates, panel lines.
  • Don’t do pores or scratches yet — that’s later.
  • Always rotate the model: check it from every angle.

Step 4 — Details (Surface Story)

  • Add micro detail: scratches, wear, damage, stamps, pores.
  • Make it believable: wear happens on edges and contact points.
  • Be consistent: detail scale should match the model scale.

Step 5 — Retopo (If Needed)

  • For animation and games, you usually need clean topology.
  • High-detail sculpts are often too dense and chaotic for rigs.
  • Retopo creates clean loops around joints and face areas.

Step 6 — UVs, Baking, Textures

  • UV unwrap so textures can sit correctly on the mesh.
  • Bake high-detail into maps (normal/AO) for low-poly meshes.
  • Then texture: color, roughness, metalness, dirt.

Step 7 — Rig & Animate

  • Rigging = skeleton. Skinning = attaching mesh to bones.
  • Use shortcuts: Mixamo auto-rig + animation library.
  • Test bending early (arms/legs/face) before final polishing.

Step 8 — Import to Unreal / Godot

  • Apply materials, set lighting, add post-processing.
  • Use real-time rendering for fast cinematic looks.
  • Export your final shots or build gameplay.
Beginner focus: Learn Blockout → Clean Shapes → Simple Materials → Good Lighting. Detail can come later — lighting makes “basic” models look expensive.

🪓 Sculpting Brushes (Beginner Map)

Core Brushes (Use These First)

  • Move / Grab: fix proportions, silhouette, and gesture.
  • Clay / Clay Buildup: add volume like real clay.
  • Smooth: soften transitions (use lightly).
  • Crease / Dam Standard: cut lines and define folds.
  • Trim / Flatten: make planes and sharp transitions.

How to Practice (Fast Results)

  • Only use Move + Clay + Smooth for the first hour.
  • Get the head/torso/limbs proportions right first.
  • Then introduce Crease/Trim for definition.
  • Keep checking silhouette (zoom out).
Big rule: If the model doesn’t look right at low detail, adding more detail won’t fix it.

🧲 Hard Surface Modeling (Beginner-Friendly)

Keeping Sharp Edges With Subdivision

  • Subdivision smooths everything — so you must “support” edges.
  • Add support loops near an edge to keep it sharp.
  • Or use bevels + good shading (weighted normals) for game assets.

Boolean Details the Safe Way

  • Booleans are great for holes and cuts — but topology can get messy.
  • For games, often you bake boolean details into normals instead.
  • Strategy: clean base mesh + baked details = fast and stable.

ZBrush Hard Surface (Not Just Organic)

  • Use masking + extract for armor plates.
  • Use Trim/Polish style brushes for planar shapes.
  • Use Dynamesh to explore, then clean later for production.

Blender Hard Surface Cheats

  • Bevel modifier + weighted normals can look “high-end” fast.
  • Use mirror modifier for symmetry (save time).
  • Keep things modular: panels as separate pieces.

🧍 Rigging & Animation (Easy Options)

Fastest: Mixamo

  • Upload your character mesh.
  • Place markers (chin, wrists, elbows, knees).
  • Download auto-rigged character + animations.
  • Import into Unreal / Blender.

Unreal: Control Rig

  • Rig and animate directly inside Unreal.
  • Great for realtime filmmaking and quick iteration.
  • Combine with Sequencer for cinematic timelines.
Beginner win: Use Mixamo to learn the pipeline first. Once you understand “rig → animation → import”, you can graduate to custom rigs.

🌅 The Future of 3D + AI

AI helps with speed

  • Generating base meshes and variations quickly (concept → 3D).
  • Texture generation, material suggestions, quick look-dev.
  • Procedural + AI = endless variants (Houdini + AI ideation).

Human skill still matters

  • Art direction (what looks good and why).
  • Clean topology for rigs and game performance.
  • Polish, storytelling, and “taste”.

Tip: Scroll back up and click any video card to load it. Use the search box to find “axe”, “cabin”, “queen”, etc.

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