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3D Modeling Hard Skills
3
D
Modeling
—
Hard
Skills
0 1
Core
Modeling
8
skills
Fundamental
geometry
construction
—
the
base
layer
every
other
pipeline
stage
depends
on
.
Topology
optimization
Edge
flow
that
deforms
cleanly
under
rigging
,
animation
,
and
subdivision
Quad
modeling
Uniform
quad
distribution
with
poles
kept
off
deformation
lines
Subdivision
surface
modeling
Control
-
cage
and
crease
-
weight
workflows
for
high
-
density
smooth
forms
Box
modeling
Primitive
-
based
blockout
to
final
silhouette
,
step
-
by
-
step
form
building
Hard
-
surface
modeling
Bevels
,
chamfers
,
panel
breaks
,
and
boolean
integration
for
mechanical
form
Organic
modeling
Anatomical
proportion
,
silhouette
control
,
and
surface
-
flow
accuracy
Retopology
High
-
to
-
low
polygon
conversion
,
both
manual
edge
-
by
-
edge
and
semi
-
automated
Non
-
destructive
workflows
Live
booleans
,
modifier
stacks
,
and
procedural
node
-
based
geometry
0 2
Digital
Sculpting
6
skills
High
-
polygon
form
development
—
the
pass
where
detail
and
character
are
actually
built
.
High
-
poly
sculpting
Structured
primary
,
secondary
,
and
tertiary
form
passes
Anatomical
sculpting
Skeletal
landmarks
,
muscle
groups
,
and
proportion
under
reference
Brush
control
Clay
buildup
,
crease
,
pinch
,
dam
standard
,
and
alpha
stamp
application
Remeshing
&
decimation
DynaMesh
,
voxel
remesh
,
automated
retopology
,
and
poly
reduction
Micro
-
detail
passes
Pores
,
skin
micro
-
surface
,
fabric
weave
,
scratches
,
and
edge
wear
Hard
-
surface
sculpting
Panel
lines
,
greebles
,
rivets
,
and
industrial
surface
detailing
1 / 5
0 3
UV
Layout
6
skills
Preparing
geometry
for
texturing
—
where
technical
precision
directly
controls
texture
quality
.
UV
unwrapping
Planar
,
cylindrical
,
spherical
,
and
automatic
projection
methods
Seam
placement
Seams
hidden
on
natural
creases
,
minimizing
stretch
and
visible
distortion
Texel
density
management
Consistent
pixels
-
per
-
centimeter
across
assets
of
different
real
-
world
scale
UDIM
workflows
Multi
-
tile
UV
sets
for
hero
assets
and
high
-
resolution
surface
detail
UV
packing
&
optimization
Atlas
efficiency
,
mirrored
shells
,
and
overlap
handling
Trim
sheets
&
tiling
textures
Shared
texture
sets
for
modular
,
repeatable
geometry
kits
0 4
Texturing
&
Shading
7
skills
Surface
appearance
—
from
baked
detail
maps
to
full
physically
based
material
authoring
.
PBR
texturing
Albedo
,
roughness
,
metallic
,
normal
,
and
height
channel
authoring
Map
baking
Normal
,
ambient
occlusion
,
curvature
,
position
,
and
thickness
passes
Procedural
texturing
Node
-
based
material
generation
with
parameter
-
driven
variation
Hand
-
painted
texturing
Stylized
,
non
-
PBR
workflows
for
illustrative
and
mobile
assets
Substance
workflows
Painter
layer
stacks
,
Designer
node
graphs
,
and
Sampler
material
capture
Shader
authoring
Node
networks
,
layered
materials
,
and
blend
masks
for
complex
surfaces
Material
reference
&
surfacing
Real
-
world
wear
logic
—
dirt
accumulation
,
edge
damage
,
oxidation
2 / 5
0 5
Lighting
&
Rendering
6
skills
Final
image
production
—
turning
finished
assets
into
presentable
,
physically
accurate
renders
.
Physically
based
rendering
Energy
conservation
,
correct
index
of
refraction
,
and
scale
-
accurate
values
HDRI
lighting
Image
-
based
lighting
,
environment
plates
,
and
dynamic
range
control
Three
-
point
lighting
Key
,
fill
,
and
rim
setups
combined
with
motivated
practical
lights
Global
illumination
Path
tracing
,
ray
-
traced
bounce
,
and
light
-
transport
optimization
Render
engine
proficiency
Arnold
,
V
-
Ray
,
Redshift
,
Cycles
,
Octane
,
and
RenderMan
pipelines
Render
passes
&
AOVs
Beauty
,
depth
,
cryptomatte
,
motion
vector
,
and
compositing
separation
0 6
Real
-
Time
&
Game
Art
7
skills
Engine
-
constrained
modeling
—
every
decision
is
measured
against
a
performance
budget
.
Game
-
ready
asset
creation
Built
to
explicit
polygon
,
material
,
and
texture
-
memory
budgets
LOD
generation
Four
to
five
tier
reduction
levels
that
preserve
silhouette
at
distance
High
-
to
-
low
baking
pipelines
Cage
projection
setups
with
matched
vertex
ordering
and
skew
control
Real
-
time
PBR
setup
glTF
,
Unreal
Engine
,
and
Unity
material
and
shader
configuration
Virtualized
geometry
Nanite
-
style
high
-
density
meshes
and
cluster
-
based
runtime
streaming
Modular
kit
-
bashing
Snap
-
grid
modules
,
tiling
architecture
sets
,
and
reusable
kit
libraries
Runtime
optimization
Draw
-
call
reduction
,
texture
atlasing
,
and
streaming
budget
management
3 / 5
0 7
Technical
&
Production
7
skills
Pipeline
-
facing
skills
—
the
difference
between
a
modeler
and
a
production
asset
builder
.
Rigging
-
ready
topology
Joint
loops
,
twist
distribution
,
and
clean
edge
flow
at
articulation
points
Blend
shapes
&
morph
targets
Facial
expression
shapes
and
corrective
deformation
meshes
Simulation
-
ready
meshes
Cloth
,
hair
,
and
rigid
-
body
preparation
in
Marvelous
Designer
and
Houdini
Interoperability
FBX
,
OBJ
,
USD
,
glTF
,
Alembic
,
and
EXR
exchange
across
DCC
applications
Version
control
for
DCC
Perforce
,
Git
LFS
,
asset
naming
conventions
,
and
review
checkpoints
Photogrammetry
Image
capture
,
photogrammetric
alignment
,
retopology
,
and
cleanup
Scripting
&
automation
Python
,
MEL
,
MAXScript
,
and
Geometry
Nodes
for
repeatable
tooling
0 8
CAD
,
Product
&
Fabrication
6
skills
Engineering
-
grade
modeling
—
dimensionally
accurate
geometry
for
manufacturing
and
print
.
Parametric
/
NURBS
modeling
Fusion
360,
Rhino
3
D
,
and
SolidWorks
constraint
-
driven
workflows
Surface
modeling
Class
-
A
surfacing
,
curvature
continuity
,
and
tangential
patch
transitions
CAD
-
to
-
poly
conversion
Tessellation
density
control
,
triangulation
cleanup
,
and
normalization
3
D
print
preparation
Watertight
manifold
meshes
,
minimum
wall
thickness
,
and
support
strategy
Mesh
repair
Non
-
manifold
detection
,
hole
filling
,
normal
unification
,
and
decimation
Technical
drawing
from
model
Orthographic
views
,
section
cuts
,
and
dimensioned
documentation
output
4 / 5
0 9
Software
Proficiency
24
tools
Applied
working
knowledge
—
modeled
,
textured
,
rendered
,
or
shipped
production
work
in
each
.
Blender
Autodesk
Maya
Autodesk
3
ds
Max
ZBrush
Houdini
Cinema
4
D
Modo
Substance
3
D
Painter
Substance
3
D
Designer
Marvelous
Designer
Marmoset
Toolbag
KeyShot
Arnold
V
-
Ray
Redshift
Octane
Unreal
Engine
5
Unity
Fusion
360
Rhino
3
D
SolidWorks
SketchUp
Adobe
Photoshop
Nuke
5 / 5
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