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Hard Surface Modeling for Games by Jordan Cain

Hard Surface Modeling for Games by Jordan Cain

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Author: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/

Design and model a game-ready hovercraft in Maya, from high poly to low poly with clean UVs.

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
Curriculum

📋 Course content

  1. Design & Blockout:  Concept Thinking for Games
    • Designing a Hovercraft for Gameplay and Cinematics
    • Blockout and Proportions in Maya
    • Refining Silhouette and Functional Parts
  2. High Poly Modeling:  Professional Techniques
    • Hard Surface Modeling Tools and Hotkeys
    • Paneling, Bevels, and Mechanical Details
    • Managing Shapes and Clean Surfaces
  3. Low Poly & UVs:  Game-Ready Workflow
    • Building an Optimized Low Poly Mesh
    • UV Unwrapping for Best Texel Density
    • What to Model vs. What to Texture
  4. Final Polish:  Functionality Check
    • Cleanup and Mesh Validation
    • Final Refinement for Games and Cinematics
    • Presentation of the Finished Hovercraft
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Hard Surface Modeling for Games by Jordan Cain
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