🔥 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.
🪓 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).
🧲 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.
🌅 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”.