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Intro to Production Modeling

A 5-week course in which students experience the expectations, techniques, and knowledge required for modeling in a production pipeline

Course overview Course overview

Course Overview

Create models for a production pipeline

The aim of this course is to expose you to all of the things that you need in order to be successful in a professional work environment as a 3D modeler. During this class, you'll learn how to streamline yourself to be a fast, efficient, and effective character artist. One of the core issues that junior artists face when working at a large company is learning how to acclimate to the studio environment. This course will teach you what the expectations are for production modeling and what it’s like to work on a production team. You will be creating models that are production friendly using the tools, techniques, and practices that are taught throughout the course. These apply to the game, film, and animation industries. You will create props from provided concept art, and at the end of the class you will assemble them into a scene--creating a vignette you can show in your portfolio or your demo reel. *For classes with fewer than 6 students feedback may be provided during the live Q&A session. Estimated time for course work: 10-20 hours per week


Course Format:   Standard
Lecture Type:   Pre-recorded
Feedback:   Individual recordings
Duration:   5 weeks
Assignment:   Deadlines each week
Q&A:   Once a week
Materials:   Maya (or equivalent)
Skills level:   Beginner
Prerequisites:   A basic knowledge of Maya and some Zbrush; Substance Painter knowledge recommended

Intro to Production Modeling WHAT YOU’LL LEARN

What you'll learn

The more you know, the better.

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Interpreting concept and production art into models | Discuss the elements of design | Getting information about how your model will be used in production
How triangles, quads, ngons, and other geometry make up a model | What is "bad geometry" and how do we fix it? | Edge flow for organic and hard surfaces | Resolution
Outline what separates the pros from the amateurs | Efficient work flow | Customize the interface using hot keys, shelf tools, and marking menus
How to create production-friendly models | Scene organization, including naming, grouping, normals, UVs, organization, and scale | Working under constraints from other departments in production
Meeting deadlines | Showing your work to your supervisors and artistic directors | Ways of "selling" your model

Taking your skills to the next level

Juan Pablo is currently a Senior 3D Modeler at Dreamworks Animation for the past 8 years working on many titles such as Shrek 4, Puss n Boots, Megamind, Turbo, and Kung Fu Panda 3. Prior to that he had worked at Bluesky Studios for 3 years on Ice Age 2 , Horton Hears a Who, Ice Age 3, and Rio. Juan has always been interested in the CG field since growing up and one of his main passions is to learn anything he can and to share his knowledge with his peers. He is excited to be an instructor here at CGMA, and looks forward to meeting new students / future peers.


July 21st!

winter TERM Registration

May 14, 2019 - Jul 23, 2019




July 21st!

Pricing & Schedule

Even though our courses are the most affordable for the quality of education.

These Finance Options allow you to focus on your goals instead of the barriers that keep you from reaching them.

Employer Reimbursement

Animation Guild CSATTF

Payment Plan

Companies that hire our students

  • Naughty Dog
  • Luma Pictures
  • Google
  • EA Games
  • DreamWorks Animation
  • Blizzard Entertainment

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