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Advanced 3D Design, Modeling and Rendering Techniques by Sebastian Marek

Advanced 3D Design, Modeling and Rendering Techniques by Sebastian Marek

Author:Sebastian Marek

Actual Duration:2h 12m

Release date:2024, June

Publisher:Domestika

Skill level:Advanced

Language:English

Exercise files:Yes

Software:3ds Max, Adobe Photoshop, Redshift, Substance Designer

Course URL:https://www.domestika.org/en/courses/4255-advanced-3d-design-modeling-and-rendering-techniques

Model, texture, and render a surreal skateboard from scratch using 3ds Max, Substance, and Redshift.

Want to get sharper at hard-surface 3D? In this course you build a weird, stylized skateboard from zero using 3ds Max, Substance Designer, and Redshift โ€” modeling, UVs, textures, lights, and final render included.

๐ŸŽฏ What you’ll learn

  • Model a skateboard deck, griptape, wheels, and bearings in 3ds Max from technical plans
  • Bend and refine geometry for a stylized, surreal look without breaking topology
  • Build clean UV maps ready for texturing
  • Create realistic textures with image-based and procedural workflows in Substance
  • Set up cameras, lights, and materials for a final render in Redshift
  • Composite render elements in Photoshop for a polished final image

โœ… Requirements

  • Skills: Basic knowledge of 3D programs and Adobe suite, familiarity with full digital workflows
  • Tools: 3ds Max, Substance Designer, Redshift, Adobe Photoshop
  • Hardware: Computer capable of running 3ds Max and GPU rendering, dedicated GPU recommended, minimum 16GB RAM

๐Ÿ“ Description

This is not a button-pushing tutorial. Sebastian walks you through why each step matters in a real job โ€” how clean topology saves you in UV mapping, why good UVs save you in texturing, and why lighting makes or breaks the model.

You start in 3ds Max with technical plans. No eyeballing. You block out the deck, add griptape, build the wheels and bearings, then push the shape into something surreal with bending and deformation tools. It is practical hard-surface work you can reuse on any product or prop.

Then comes the part most people skip: UVs and textures. You lay out proper UVs, jump into Substance Designer, and mix image-based details with procedural controls for wood grain, roughness variation, and wear. That combo is what makes the board look real instead of plasticky.

Finally, you light it. You set cameras, build Redshift materials, dial in lights, and render. Then a quick composite pass to tighten colors and contrast. Short, focused lessons, no fluff โ€” just a full modeling to rendering pipeline you can actually finish.

๐Ÿง‘โ€๐ŸŽ“ Who this course is for

  • Graphic designers and animators who want solid 3D modeling and rendering skills
  • 3D artists who know the basics and want to level up in hard-surface workflow
  • Creatives looking to explore surreal product visuals for their portfolio

๐Ÿง‘โ€๐Ÿซ About the Author

Sebastian Marek is a multidisciplinary designer working across 3D design, motion, and digital sculpture. He is known for surreal, hyper-detailed object renders that mix technical precision with a playful visual twist. His client and personal work leans heavily on hard-surface modeling and look-dev, which is exactly what he teaches here.

๐Ÿ Final Result

  • A stylized, surreal 3D image of a skateboard โ€” fully modeled, textured, lit, and rendered, ready for portfolio
Curriculum

๐Ÿ“‹ Course content

  1. Getting Started:  Workspace and Approach
    • Course Overview and Final Project Breakdown
    • Setting Up 3ds Max for Precision Modeling
    • Working from Technical Plans
  2. Modeling the Skateboard in 3ds Max:
    • Modeling the Skateboard Deck and Griptape7:54
    • Modeling the Wheel and Bearing6:11
    • Bending the Skateboard6:45
    • Refining Details and Hard-Surface Cleanup
  3. UV Mapping for Production:
    • UV Unwrapping Basics for Hard Surface
    • Laying Out UVs for Deck, Wheels, and Small Parts
    • Checking Texel Density and Fixing Stretching
  4. Texturing with Substance and Photoshop:
    • Procedural vs. Image-Based Texturing Workflow
    • Building Realistic Wood, Metal, and Rubber Materials
    • Adding Wear, Roughness, and Detail Maps
  5. Lighting, Rendering, and Finishing:
    • Setting Up Cameras, Lights, and Redshift Materials
    • Final Rendering in Redshift
    • Compositing Render Elements2:30
Watch online or Download for Free
Advanced 3D Design, Modeling and Rendering Techniques by Sebastian Marek
NAME
SIZEDURATION
U1- Introduction
31.3 MB6m
0_About Me
19.8 MB4m
1_Influences
11.4 MB2m
U3- Creating the Textures
42.2 MB27m
U4- The Layout, Look Development, and Rendering
19.7 MB16m

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