
这是一门面向初学者的硬表面建模课程,专注于在Blender中根据精确的概念设计图进行建模。课程与概念艺术家Kenn Yap合作,提供专业的设计图与正射参考图。其特色是循序渐进的教学方式,包含完整的实操步骤和分阶段提供的Blend文件,课程短小精悍,适合每日学习并支持离线下载。
课程内容分为两大核心部分:第一章(已发布)时长5小时,共40课,重点讲解如何使用非破坏性和修改器工作流快速创建模型初版,并分享独家技巧;第二章将指导如何优化拓扑,使其成为适用于动画或游戏的高质量资产。课程的第3至5章计划于2025年底发布,将涵盖UV展开到模型导出的完整流程。通过这门课程,您将掌握依据参考图精确建模的工作流,从而自信地创建各种机械模型。
课程时长:该课程官网未完结,收集到的为前2大模块-建模篇(18小时)1920X1080 mp4 (有更新内容会更新到原网盘链接内)
语言:英语+中英文字幕 含中文朗读版本 含课程文件




Hard Surface Modeling for Beginners。Creating mechanical 3D models in Blender can be approached in a variety of ways. If you don’t have concept art, you can dive straight into 3D by blocking out shapes and using sculpting techniques. This method allows you to design and model simultaneously—and I even have a video course dedicated to that approach.
But what if you do have detailed concept art and want to stay true to it? That can be a bit more challenging. That’s exactly where this new course comes in. By mastering the proper workflow for modeling from reference images, you’ll gain the skills and confidence to model almost anything with precision and ease. What’s in the course?
This course includes concept art and orthographic reference images created by talented concept artist Kenn Yap, also known as Chromamoma. I’ve been a fan of Kenn’s work for years and am very excited to collaborate with him on this course.
The course is designed for you to follow along step by step. I don’t skip any parts, and I provide Blend files for each stage of the modeling process alongside the lessons.
The lessons are kept concise so you can, for example, easily complete one per day. Additionally, you can download the lessons for offline use—perfect if you’re traveling or don’t always have access to the internet.


Course Structure
The course is divided into two main chapters:
Chapter 1: Setting up reference images and creating the initial iteration of the model using the best modeling techniques for each part.
Chapter 2: Refining the model by creating proper quad topology, as you would prepare it for film production (so the surface supports for example a detailed sculpt pass for damage and small details).
Chapters 3 – 5 will be added in late 2025 (see schedule below) and deal with everything from UV unwrapping to exporting the model (so you can use it for example in a game engine).
Chapter 1 Details
The first chapter consists of 5 hours of content across 40 lessons, focusing on non-destructive and modifier-based workflows. This approach keeps the process flexible while maintaining consistency, such as uniform bevels throughout the model.
I also share unique tips you won’t find elsewhere, like how to place objects along a curve without deformation or how to leverage lesser-known options in the Bevel modifier. Whenever applicable, I explain multiple ways to accomplish a task and why I chose a specific technique.
Chapter 2 Preview
The second chapter will guide you through transforming your Chapter 1 model into a game-ready and animation-ready asset.
Splitting the process into two stages ensures a higher-quality final result. Think of it like creating a detailed sketch before painting: by tackling the model in manageable chunks, you avoid feeling overwhelmed and can focus on accuracy and refinement at each stage.


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