Hard Surface Modeling for Games by Jordan Cain
Duration:13 hours
Release date:2020, September
Publisher:FlippedNormals
Skill level:Beginner
Language:English
Exercise files:Yes
Software:Maya
Course URL:https://flippednormals.com/downloads/modeling-a-spaceship-for-games-in-maya/
Want to build hard surface stuff that actually holds up in-game and on camera? In this course you design and model a full hovercraft in Maya, go from high poly to game-ready low poly, and sort out clean UVs that won’t cause headaches later.
🎯 What you’ll learn
- Design a hovercraft with gameplay and cinematic needs in mind
- Model clean hard surface forms in Maya
- Use a traditional High Poly to Low Poly workflow for games
- Decide what to model in geometry vs. what to leave for textures
- Create clean, functional UVs for production models
- Refine and troubleshoot a model until it’s ready for engine and render
✅ Requirements
- Skills: Basic familiarity with Maya navigation, no hard surface experience needed
- Tools: Maya, 3-button mouse
- Hardware: 64-bit PC capable of running Maya smoothly
📝 Description
This isn’t timelapses and guesswork. It’s 13 hours of real-time, narrated work in Maya where you see every click, hotkey, and fix. Jordan walks through the full build of a hovercraft, and talks through why he’s doing it that way. That thought process part is gold if you want AAA-style results.
You’ll start with design and blockout. How big should panels be? Where does the pilot see out? What reads well from far away in gameplay vs. close-up in a cinematic? Then you push the high poly until it looks right, build a tight low poly over it, and unwrap UVs that actually make sense for texturing.
What I like here is how practical it stays. No skipping the boring parts. You get the full loop: modeling decisions, UV unwrapping, cleanup, and that last 10% of polish that makes a model usable instead of just pretty in viewport.
🧑🎓 Who this course is for
- Beginners and students who want a solid start in hard surface modeling for games
- Maya users who know the basics but struggle with clean topology and UVs
🧑🏫 About the Author
Jordan Cain is a hard surface artist focused on models for games. He teaches the way he works in production – direct, step-by-step, with a lot of attention to modeling workflow and clean results. This course leans on that experience to show how design choices, topology, and UVs come together on a real game asset.
🏁 Final Result
- A portfolio-ready, game and cinematic-friendly hovercraft built in Maya, with optimized low poly and clean UVs

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