Learning Schedule
Tips and Common Mistakes to Avoid

To optimize our time here are few tips I would like to share to make our workflow most effective, providing maximum results.

  1. Do not rush
    Rushed work is always noticed, and shows impatience so take your time.
  2. Do not try to “test” what you learned early on
    I see this very often in beginners, where they would try recreating complex objects leading them in rabbit hole of frustration.
    The general rule of thumb for us is going to be based on the assignments. If you notice you struggle on basic level tasks, chances are you´ll have harder time on something more complex. Feel free to take your time.
  3. Leave rendering for dead last
    Let´s say you just finished the Switch concept, there is no need to render and share on Artstation just yet.
    However, if you´re just doing some test renders to see how the object performs, you´re looking for imperfections, in that case early render is encouraged.
Topology and basic assignments

Once we complete Modeling Overview Class, we can continue to basic assignments.
How we do these it is not important. This is only a small test of what we know so far.
However, it is important to practice variations.

For example:

  • Low poly count case study, no redirection
  • Low poly count case study, with redirection
  • High poly count case study, no redirection
  • High poly count case study, with redirection
  • Edge flow variation where edges are following outer form
  • Edge flow variation where all edges are forming a grid, and details are cut out.
Creating a Switch Concept Model

My recommendation here would be, if you complete Switch concept try to make it one more time, without following a video.
That way you´ll see where you get stuck.
Is it the proportion area that is making you problems, or the topology area?
Depending on where you notice the most struggle, that is the part you wanna drill out the most.
It is not uncommon to do multiple redo´s of the same 3D model.

Class Three Assignments

Now its a good time to do all the assignments provided in Class Three. The objects we create there, we´ll use later in our motorbike projects.
Things to be careful of while creating these objects.

  • Topology
  • Proportions
  • Bevel sharpness/smoothness
Creating the Helmet

We´ll start week two with the helmet.
The plan here is similar to the switch workflow.
While every workflow is personal and different, here I would recommend watching the videos first, then following along.
Once you complete the helmet first time, try to recreate it one more time only by looking at the reference images. That way we might have less distraction from the video, but also have the chance to polish the project further. We can also fix any mistakes we did in the first attempt.

Creating Motorbike Blockout

For the remaining of week two, feel free to work only on motorbike blockout.
Take care of proportions, body structure, and overall design language.

This project will simulate the workflow for any other project moving forward. The habits we pick up here (good or bad) will follow us into any project after it.
To make sure we´re on the right track, we´ll focus only on the blockout first.
It does not matter if it takes few days. It is far more important to get it right. We´re trying to make a portfolio piece, so precision matters the most.

Creating Mechanical Parts

After the bike blockout is well established, feel free to move to mechanical parts like break disc, caliplers etc.
Here same rule applies. If we´re not satisfied with the results, simply redo the part until they looks as close as possible to the references.

Assignments & Work Review

This week we´ll review our work.
We´ll review how we did the bike blockout and the mechanical parts, but also are we ready to try more complex assignments.

The assignments are related to the additional bike parts we´ll need in the following chapter, and same like before, we can take our time until we get satisfying results.

Motorbike Parts Assembly and Finalization

Polishing will be our final step, and precision is all that matters so take your time.
Our goal is to recreate the motorbike as 1 on 1 copy of provided reference.

Assignments (Class Six Tests)

Now that the motorbike is completed, and we more comfortable around complex objects, it is time to put that skill to the test by completing the assignments in Class Six.
In case you hit any walls, like always, feel free to share your work anytime in our Discord.

Creating the Grenade (Project Based Assignment)

Grenade is our final test.
The goal is to simulate a client requested project and how we would approach complex objects on our own.

As as small tip, please be sure that all the previous assignments and tasks are completed successfully before starting this project.


Portfolio presentation will be the final step.
Once we have all the models prepared, we´ll start thinking about presentation.

Successful presentation should contain the following:
– Motorbike Clay Render (No Materials)
– Motorbike Wireframe Render (No Materials)
– Motorbike Materials Render, Full Scene
– Motorbike UV´s (Optional)

– Grenade Clay Render (No Materials)
– Grenade Wireframe Render (No Materials)
– Grenade Materials Render, Full Scene
– Grenade UV´s (Optional)


If we follow the program, at this point we´ve created two high quality portfolio projects.
Our final presentation should look very similar to the images below.

Congratulations for hard work well done! :)