2026/10 - Blender: Hard-Surface Modeling for Games (Helge Maus)

Formation créée le 09/07/2026.
Version du programme : 1

Type de formation

Distanciel

Durée de formation

12 heures (3 jours)

Accessibilité

Oui
990,00 € HT
S'inscrire
990,00 € HT
S'inscrire
990,00 € HT
S'inscrire

2026/10 - Blender: Hard-Surface Modeling for Games (Helge Maus)


Blender is the free, open-source alternative to expensive, long-established "industry standard" commercial 3D applications. It offers an all-in-one package for 3D modeling, photorealistic and stylized visualization, digital sculpting, and, of course, impressive animations. While other 3D software packages are developed sluggishly and often impractically, Blender, with its agile and artist-community-driven approach, demonstrates how to consistently deliver new, artist-centric features with each release without a subscription (!) and infinitely expandable to meet individual production needs. It's no wonder that more and more studios outside the hobbyist and indie scene are looking to Blender and seeking a way to get started. This masterclass presents Blender as a practical all-rounder modeling tool in the games production workflow. October 12th, 13th & 14th - 1pm to 5pm every day (CET Time) - Remote training - Blender as a powerful modeling package - Modifiers / geometry nodes - Procedural modeling approach - Working with UVs - High poly / low poly workflow - Baking preparation - Sculpting details in Blender - Boolean workflow - Built-in ND modeling toolset (non-destructive) - Widely used extensions like HardOps, Boxcutter, MeshMachine, ...

Objectifs de la formation

  • Master Blender's hard-surface modeling workflow for creating game-ready assets.
  • Use Blender's core modeling tools, including polygons, curves, modifiers, and UV mapping, with confidence.
  • Discover and leverage Blender's built-in extensions to streamline and optimize modeling workflow.
  • Build a customized and efficient modeling toolset tailored to production needs.
  • Apply industry best practices through a hands-on, learning-by-doing approach, enabling immediate use in a professional production environment

Profil des bénéficiaires

Pour qui
  • Artists familiar with other 3D applications who are considering Blender as a supplement to or a replacement for their daily production work in modeling for games. For example prop & environment artist for Games, but also creative folks working in concept art.
Prérequis
  • Basic Blender knowledge and prior knowledge of modeling workflows in other 3D packages (Autodesk Maya, Autodesk 3ds Max, Modo, etc.) are helpful.

Contenu de la formation

Teaching 01
  • Customizing Blender
  • Using of built-in Extensions / add-ons
  • Blender’s Polygon Modeling toolset
  • Procedural Modifier stack
  • Subdivision Surface Modeling
Teaching 02
  • Working with Uvs in Blender
  • Baking preparation High-Poly to Low-Poly
  • Baking (in Blender and external)
  • Sculpting Environment for details
Teaching 03
  • Introduction to Boolean workflows
  • Working with the integrated ND toolset (non-destructive toolset)
  • Cleanup topology
  • Intro to commercial extensions like HardOPs, Boxcutter & MeshMachine

Équipe pédagogique

Senior Trainer & Mentor - game art & development Blender for Production | Godot Game Development for Indies As a Senior Trainer & Mentor, Helge Maus teaches 3d, game dev & animation software and workflows for over 25 years. He delivers in-house & remote training, workshops, consulting, lectures and mentoring for artists from several industries. He loves working with indies, indie studios and companies adapting FOSS software like Blender and Godot into their pipeline. His training tracks the fast-moving state of both Blender and Godot ecosystem and through constant exchange with artists and industry experts, Helge Maus continually develops further his concepts to stay up-to-date for his clients. His strong industry background in teaching Unity, Houdini FX, Cinema 4D and Maya over many years helps him to train with a wide practical production context. His current training focus is on “Blender for Game Production” and “Game Development with Godot” (C#, GDScript and GDExtension with Rust). Helge has worked with clients such as Ubisoft, Rebellion, d3t, Tangent Animation, Adobe Systems, SideFX, Maxon, Jung-von-Matt, redseven Entertainment, ProSiebenSat.1, SKY, Sony, Intel and many others. He started as a freelancer for Adobe in 1999, was a Maxon Certified Lead Instructor for Cinema 4D for many years and beta tester for Maya, Cinema 4D, AfterEffects and Adobe Flash. He took his first steps as a kid into game development on a Commodore 64 and then worked in his professional career early with Macromedia Flash (later Adobe Flash) for building games and interactive applications in ActionScript. Later with Unity and then Godot Engine. He published several publications teaching Houdini FX, Cinema 4D, Unity, Flash and Game Development.

Suivi de l'exécution et évaluation des résultats

  • Exercises during the training sessions and quizzes throughout the days

Ressources techniques et pédagogiques

  • Welcoming participants in a dedicated training room. Training materials displayed on a screen. Theoretical presentations Practical case studies Training materials made available online following the session.

Qualité et satisfaction

Learner satisfaction rates and attendance

Délai d'accès

1 semaine

Accessibilité

For companies wishing to have their training costs covered by their OPCO, registration must be completed no later than two weeks before the start of the training to meet the OPCO’s processing deadlines. In all other cases, registrations can be accepted up to two business days before the start of the training. Accessibility: We are available to work with individuals with disabilities to assess the accommodations needed so they can comfortably participate in the training programs offered.