3D MENTORING

Customized 3D Specialization Mentorship 

1-on-1 individual training for video game-oriented artists 

    Not all artists need to learn the same things. Each artist has different goals, strengths, and gaps. 

   Some start from scratch and need to build a solid foundation. Others already have experience but want to improve their portfolio, specialize in Environment Art, master Substance Designer, or solve specific technical problems within their pipeline. 

   That is why this mentorship does not follow a fixed syllabus. Each roadmap is individually designed to adapt to your goals, experience, and real needs, instead of forcing you to follow a generic syllabus. 

   The training is based on real video game production experience and years of specialized teaching, combining technical knowledge with methodologies used in professional environments. 

   Before starting, we will conduct an individual assessment session where we will analyze your current level, your professional goals, and the specialization you want to develop. From there, we will design a customized roadmap using only the modules and tools you actually need. 

   Whether you want to create your first professional portfolio, develop a project for ArtStation, prepare your Final Degree Project (TFG), or refine a workflow used in AAA production, we will work on real objectives adapted to your situation. 

   Each session is individual and is focused exclusively on your progress, your project, and your learning pace. 

Who is this mentorship designed for? 

  • Beginners from scratch who want to correctly learn the asset and environment creation pipeline for video games.
  • 3D art students who need professional supervision to develop their portfolio, TFG (Final Degree Project), or personal projects.
  • Junior or intermediate artists looking to specialize in Environment Art, Props, texturing, Materials, or Unreal Engine.
  • Industry professionals who need to delve deeper into a specific tool or resolve advanced technical bottlenecks.

How we will work 

1. Free Assessment Session (Class 0) 

   Before starting any training, we will conduct an initial free video call to understand your situation and define your goals. 

   During this session, we will analyze your current level, review your portfolio or previous work (if you have any), and determine which knowledge and tools are actually necessary to achieve your goals. 

   To request your assessment session, write to: 

   hectorestebanrich@gmail.com 

   Include a brief description of your goals, your current level and, if you have them, links to your portfolio, ArtStation, or previously completed work. 

2. Customized roadmap 

   I design a learning plan adapted to your situation, selecting only the modules and tools that bring value to your profile, preventing you from investing time and money in content you do not need. 

3. Live individual classes 

   1-on-1 sessions focused on your project, your needs, and your professional goals. 

4. Support between sessions 

   Access to Discord to resolve technical doubts and maintain progress between classes. 

In addition to technical learning, you will receive guidance on: 

  • Professional working methodology.  
  • Organization of complex projects.  
  • Production standards used in studios.  
  • Quality criteria applied in professional environments.  
  • Preparation for interviews and selection processes. 

Syllabus and Specialization Modules 

   Explore the entire available technical pipeline. Learning routes are completely customized. It is not necessary to take all modules. During the assessment session, we will select only the contents relevant to your professional goals. 

Environment Artist 

   Specialization focused on building environments for video games using professional production workflows. 

Contents that can be part of this specialization: 

  • Blockout: Composition, scale, proportions, and visual narrative based on moodboards using PureRef.
  • Modularity: Planning and creation of modular asset kits with exact metrics and snapping using 3ds Max and ZBrush.
  • Trim Sheets: Creation of trim sheets to texture complex structures, optimize memory, and accelerate environment production using procedural workflows. Using Adobe Substance Designer, 3ds Max, and ZBrush.
  • Unreal Engine: Efficient level assembly, scene hierarchy management, and correct resource integration.
  • Optimization: Performance techniques for massive environments, collision management, LODs, and polygon budgets.
  • Lighting: Dynamic environment lighting with Lumen, atmosphere configuration, volumetric fog, and cinematic post-processing.
  • World Building: Scenic composition techniques, prop placement, environmental storytelling, and visual cohesion of the environment.

 

Prop Artist 

  Learn the complete video game asset creation pipeline from the initial reference to the final presentation. 

Contents that can be part of this specialization: 

  • Reference and analysis: moodboard creation, gathering references, and technical planning of the asset.
  • Low Poly: Optimized modeling for game engines, maintaining the technical silhouette and performance. 3ds Max and ZBrush.
  • High Poly: High-resolution Sub-D modeling in 3ds Max and ZBrush, advanced boolean operations, and detailing with Floaters. Advanced techniques in ZBrush for High Poly detailing: Booleans, 3D Alphas, Bas Relief, Decorative Sculpting, Intersection Mask, Panel Loops, Shadow Box, and Snapshot 3D.
  • Retopology: Manual and automatic geometric reconstruction techniques to optimize production meshes with 3ds Max and ZBrush.
  • UVs: Efficient coordinate map unwrapping and professional management of Texel Density to maximize asset resolution.
  • Baking: Projection of the High Poly model onto the Low Poly model to obtain the different maps, caging control, and troubleshooting of technical artifacts. Using Adobe Substance Painter.
  • Texturing: Advanced PBR workflow in Adobe Substance Painter. Structure and interface of bakes, Vertex ID, use of complex masks, generators, effects, seams (stitches), and Anchor Points.
  • Render: High-impact final presentation using studio lighting setups in V-Ray or Unreal Engine.

Material Artist 

  Advanced material creation for video games using Adobe Substance Designer and Unreal Engine. 

Contents that can be part of this specialization: 

  • PBR Materials: Fundamentals and creation of realistic physical properties (metals, dielectrics, water) under industry standards.
  • Tileables: Creation of repeatable materials and textures using advanced procedural workflows in Adobe Substance Designer.
  • Atlases: Creation and organization of combined texture maps to optimize draw calls in production.
  • Materials for Unreal Engine: Creation of advanced shaders and modular material systems ori
  • Material Functions and Material Layers to create scalable and reusable materials.
  • Advanced blending systems using Vertex Paint, Mesh Texture Paint, Height Blend, and procedural masks.
  • Shading Models and Blend Modes for transparent materials, organics, and special surfaces.
  • Landscape Materials for large-scale environments.
  • Triplanar systems and advanced projections to solve UV issues.
  • Special materials such as water, volumetric fog, and post-processing effects.
  • Toon Shaders y NPR Rendering.  
  • Substrate Materials and new material workflows in Unreal Engine 5.

Foliage & Vegetation 

   Creation of vegetation and organic elements for video games, optimizing realistic natural ecosystems. 

   Contents that can be part of this specialization: 

  • Foliage: Modeling of leaves, stems, branches, and bark textures with perfectly optimized opacity maps. Using Adobe Substance Designer and SpriteUV2.
  • SpeedTree: Procedural and manual modeling of complex cinema-quality tree, plant, and shrub structures.
  • Wind Animation: Technical setup of dynamic wind animations and organic oscillations for foliage within the graphics engine.
  • Virtual Textures: Implementation of Runtime Virtual Textures (RVT) in Unreal to smoothly integrate and blend vegetation with the terrain.
  • Organic Optimization: Control of transparency overhead (Overdraw), polygon reduction in tree canopies, and massive foliage performance.

Rendering & Portfolio  

  Specialization oriented toward the professional presentation of assets and environments for portfolios. 

   Contents that can be part of this specialization: 

  • Studio Lighting: Setup of key, fill, and rim lights, along with contrast control to emphasize volume. Using Unreal, 3ds Max, and V-Ray.
  • Visual Composition: Framing rules, visual hierarchy, vanishing points, and focal points in environment rendering. Using Unreal, 3ds Max, and V-Ray.
  • Cinematic Cameras: Professional adjustments of lenses, focal length, depth of field (DoF), and blur. Using Unreal, 3ds Max, and V-Ray.
  • Rendering in Unreal Engine: High-resolution captures using the Movie Render Queue and configuration of composition passes.
  • Post-processing: Color curve adjustment (Color Grading), vignetting, subtle chromatic aberration, and gamma correction. Using Unreal, 3ds Max, and V-Ray.
  • Professional project breakdown: Preparation of diagrams, wireframes, maps, materials, and visual documentation to properly present the production process.

Pipeline and Professional Production 

   Contents that can be part of any specialization: 

  • Organization: Structural management of complex projects, folder hierarchy, and internal resource organization.
  • Conventions: Professional naming conventions indispensable in development teams.
  • Optimization for production: Efficient workflows to assimilate and meet real industry deadlines.
  • Portfolio: Critical review of accumulated work using professional art direction criteria.
  • Job Placement: Preparation for technical interviews and simulations of selection processes and Art Tests.

Rates and Modalities 

   Since this is 100% individual training adapted to each student, you do not pay for a generic course or for content you do not need. 

   The rate for live individual sessions is established based on the technical complexity of the designed roadmap, usually ranging between €40 and €60 per hour. 

   Following the free assessment session, a fixed budget is delivered with the recommended training plan, the selected modules, the estimated duration, and the total cost of the mentorship. 

   Training plans can be paid through upfront monthly payments or in a single payment, depending on the duration and characteristics of the agreed roadmap.