University certificate
The world's largest faculty of design”
Introduction to the Program
Solve any challenge in the design and modeling of any steel structure thanks to the up to date content of this program"

A Hard Surface modeler has the ability to build, texture, light and render any element from scratch. Nowadays, it is a skill that is rewarded, as it gives a realistic idea of what a building, a bullet train, a modern kitchen and even a shoe might look like.
With this in mind, this Professional master’s degree in Hard Surface 3D Modeling will guide designers through an online program, which brings together all the necessary elements for the study of the shape and analysis of the composition that allows to generate a realistic modeling of any object. As a result, from the technical to the artistic, you will learn about the different fields in which this discipline is applicable, such as commercial animation, aeronautical engineering, the automotive sector, among others.
Therefore, first of all, a complete tour through the study of the figure and shape will be made, knowing in detail the development of the original figure and how, from them, different geometric bodies can be created. Then, an analysis of the various applicable modeling techniques and their principles can be made, which will favor the development of the criterion to perform 3D mesh mapping and texturing.
Continuing a little further in the syllabus, the student will learn how to perform advanced modeling in Rihno, one of the most popular software in the design world, which allows creating unimaginable shapes with great precision and detail. Finally, special emphasis will be placed on the production of characters using Hard Surface, understanding the parameters for sculpting them.
For all these reasons and more, this program is the right choice for designers who wish to advance their careers or update their knowledge in a highly demanded area. Thanks to the 100% online modality, you will be able to organize your time and learning pace according to your schedule and responsibility. Additionally, you will have access to the contents at any time and place you need it.
Be a surface modeling artist thanks to the up to date content of this 100% online program from TECH Global University"
This Professional master’s degree in Hard Surface 3D Modeling contains the most complete and up-to-date educational program on the market. The most important features include:
- The development of practical cases presented by experts in Hard Surface 3D modeling
- The graphic, schematic, and practical contents with which they are created, provide practical information on the disciplines that are essential for professional practice
- Practical exercises where self assessment can be used to improve learning
- Its special emphasis on innovative methodologies
- Theoretical lessons, questions to the expert, debate forums on controversial topics, and individual reflection assignments
- Content that is accessible from any fixed or portable device with an Internet connection
By enrolling in this program, you will be able to broaden your professional options, venturing into fields such as engineering, aeronautics or the automotive sector"
The program’s teaching staff includes professionals from the sector who contribute their work experience to this training program, as well as renowned specialists from leading societies and prestigious universities.
The multimedia content, developed with the latest educational technology, will provide the professional with situated and contextual learning, i.e., a simulated environment that will provide immersive education programmed to learn in real situations.
This program is designed around Problem-Based Learning, whereby the professional must try to solve the different professional practice situations that arise throughout the program. For this purpose, the student will be assisted by an innovative interactive video system created by renowned and experienced experts.
Through practical examples and didactic videos, you will acquire in depth knowledge about the use of 3D mesh mapping"

Become familiar with the application and development of the most commonly used modifiers in 3D Studio Max"
Syllabus
The syllabus of this Professional master’s degree includes all the knowledge and methods that the student needs to tackle any hard texture modeling project. Additionally, the content is elaborated following the guidelines of an excellent teaching staff, supported by numerous examples to facilitate the consolidation of knowledge. Each topic is well defined and structured in 10 sections, which makes it easy to consult in case of any doubt.

Thanks to the best experts in the field of design, you will find in this program all the keys you need to fully understand the topology of an aircraft in 3D modeling"
Module 1. Study of Figure and Form
1.1. Geometrical Figures
1.1.1. Types of Geometrical Figures
1.1.2. Basic Geometrical Constructions
1.1.3. Geometric Transformations on the Plane
1.2. Polygons
1.2.1. Triangles
1.2.2. Quadrilaterals
1.2.3. Regular Polygons
1.3. Axonometric System
1.3.1. System Fundamentals
1.3.2. Types of Orthogonal Axonometry
1.3.3. Sketches
1.4. Three-Dimensional Drawing
1.4.1. Perspective and Third Dimension
1.4.2. Essential Elements in Drawing
1.4.3. Perspectives
1.5. Technical Drawing
1.5.1. Basic Notions
1.5.2. Disposition of Views
1.5.3. Cuts
1.6. Fundamentals of Mechanical Elements I
1.6.1. Axis
1.6.2. Joints and Bolts
1.6.3. Springs
1.7. Fundamentals of Mechanical Elements II
1.7.1. Bearings
1.7.2. Gears
1.7.3. Flexible Mechanical Components
1.8. Laws of Symmetry
1.8.1. Translation, Rotation, Reflection, Extension
1.8.2. Touch, Overlay, Subtract, Intersect, Join
1.8.3. Combined Laws
1.9. Form Analysis
1.9.1. Form and Function
1.9.2. Mechanical Form
1.9.3. Types of Shapes
1.10. Topological Analysis
1.10.1. Morphogenesis
1.10.2. Composition
1.10.3. Morphology and Topology
Module 2. Hard Surface Modeling
2.1. Hard Surface Modeling
2.1.1. Topology Control
2.1.2. Function Communication
2.1.3. Speed and Efficiency
2.2. Hard Surface I
2.2.1. Hard Surface
2.2.2. Development
2.2.3. Structure
2.3. Hard Surface II
2.3.1. Applications
2.3.2. Physical Industry
2.3.3. Virtual Industry
2.4. Types of Modeling
2.4.1. Technical Modeling / NURBS
2.4.2. Polygonal Modeling
2.4.3. Sculpt Modeling
2.5. Deep Hard Surface Modeling
2.5.1. Profiles
2.5.2. Topology and Edge Flow
2.5.3. Mesh Resolution
2.6. NURBS Model
2.6.1. Dots, Lines, Polylines, Curves
2.6.2. Surfaces
2.6.3. 3D Geometry
2.7. Fundamentals of Polygonal Modeling
2.7.1. Edit Poly
2.7.2. Vertices, Edges, Polygons
2.7.3. Surgery
2.8. Fundamentals of Sculpt Modeling
2.8.1. Basic Geometry
2.8.2. Subdivisions
2.8.3. Deformities
2.9. Topology and Retopology
2.9.1. High Poly and Low Poly
2.9.2. Polygonal Count
2.9.3. Bake Maps
2.10. UV Maps
2.10.1. UV Coordinates
2.10.2. Techniques and Strategies
2.10.3. Unwrapping
Module 3. Technical Modeling in Rhino
3.1. Rhino Modeling
3.1.1. Rhino Interface
3.1.2. Types of Objects
3.1.3. Navigating the Model
3.2. Fundamental Notions
3.2.1. Editing with Gumball
3.2.2. Viewports
3.2.3. Modeling Support
3.3. Precision Modeling
3.3.1. Input by Coordinates
3.3.2. Distance and Angle Restriction Input
3.3.3. Object Restriction
3.4. Command Analysis
3.4.1. Additional Modeling Support
3.4.2. SmartTrack
3.4.3. Construction Planes
3.5. Lines and Polylines
3.5.1. Circles
3.5.2. Free-Form Lines
3.5.3. Helix and Spiral
3.6. Geometry Editing
3.6.1. Fillet and Chamfer
3.6.2. Mixture of Curves
3.6.3. Loft
3.7. Transformations I
3.7.1. Move, Rotate, Scale
3.7.2. Join, Prune, Extend
3.7.3. Separate, Offset, Formations
3.8. Creating Shapes
3.8.1. Deformable Shapes
3.8.2. Modeling With Solids
3.8.3. Transformation of Solids
3.9. Creating Surfaces
3.9.1. Simple Surfaces
3.9.2. Extrusion, Lofting and Surface Finishing
3.9.3. Surface Sweeping
3.10. Organization
3.10.1. Layers
3.10.2. Groups
3.10.3. Blocks
Module 4. Modeling Techniques and their Application in Rhino
4.1. Techniques
4.1.1. Support Intersection
4.1.2. Creation of a Space Helmet
4.1.3. Pipelines
4.2. Application I
4.2.1. Creating a Car Tire
4.2.2. Creating a Tire
4.2.3. Modeling a Watch
4.3. Basic Techniques II
4.3.1. Use of Isocurves and Edges for Modeling
4.3.2. Making Apertures in the Geometry
4.3.3. Working with Hinges
4.4. Application II
4.4.1. Creation of a Turbine
4.4.2. Creation of Air Inlets
4.4.3. Tips for Imitating Edge Thickness
4.5. Tools
4.5.1. Tips for Using Mirror Symmetry
4.5.2. Use of Fillets
4.5.3. Use of Trims
4.6. Mechanical Applications
4.6.1. Creating Gears
4.6.2. Pulley Construction
4.6.3. Construction of a Shock Absorber
4.7. File Import and Export
4.7.1. Send Rhino Files
4.7.2. Export Rhino Files
4.7.3. Import to Rhino from Illustrator
4.8. Analysis Tools I
4.8.1. Graphical Curvature Analysis Tool
4.8.2. Curve Continuity Analysis
4.8.3. Curve Analysis Problems and Solutions
4.9. Analysis Tools II
4.9.1. Surface Directional Analysis Tool
4.9.2. Environment Surface Mapping Analysis Tool
4.9.3. Edge Display Analysis Tool
4.10. Strategies
4.10.1. Construction Strategies
4.10.2. Surface per Curve Grid
4.10.3. Working with Blueprints
Module 5. Advanced Modeling in Rhino
5.1. Motorcycle Modeling
5.1.1. Importing Reference Images
5.1.2. Modeling of Rear Tire
5.1.3. Modeling of Rear Rim
5.2. Mechanical Components of Rear Axle
5.2.1. Creating the Braking System
5.2.2. Building the Transmission Chain
5.2.3. Modeling the Chain Cover
5.3. Engine Modeling
5.3.1. Creation of the Body
5.3.2. Adding Mechanical Elements
5.3.3. Incorporating Technical Details
5.4. Modeling the Main Deck
5.4.1. Modeling Curves and Surfaces
5.4.2. Modeling the Deck
5.4.3. Cutting the Frame
5.5. Modeling the Upper Area
5.5.1. Building the Seat
5.5.2. Creating Front End Details
5.5.3. Creating Back End Details
5.6. Functional Parts
5.6.1. Gasoline Tank
5.6.2. Rear Lights
5.6.3. Front Lights
5.7. Building the Front Axle I
5.7.1. Brake System and Wheel Rim
5.7.2. Fork
5.7.3. Handlebar
5.8. Building the Front Axle II
5.8.1. Grips
5.8.2. Brake Cables
5.8.3. Instruments
5.9. Adding Details
5.9.1. Refining the Main Body
5.9.2. Adding the Muffler
5.9.3. Adding the Pedals
5.10. Final Components
5.10.1. Modeling the Windshield
5.10.2. Modeling the Support
5.10.3. Final Details
Module 6. Polygonal Modeling in 3D Studio Max
6.1. 3D Studio Max
6.1.1. 3DS Studio Max Interface
6.1.2. Custom Configurations
6.1.3. Modeling with Primitives and Deformers
6.2. Reference Modeling
6.2.1. Creating Reference Images
6.2.2. Smoothing Hard Surfaces
6.2.3. Organization of Scenes
6.3. High Resolution Mesh
6.3.1. Basic Smoothed Modeling and Smoothing Groups
6.3.2. Extrusion and Bevel Modeling
6.3.3. Using Turbosmooth Modifier
6.4. Modeling with Splines
6.4.1. Modifying Curvatures
6.4.2. Configuring Polygon Faces
6.4.3. Extruding and Spherizing
6.5. Creating Complex Shapes
6.5.1. Configuring Components and Work Grid
6.5.2. Duplicating and Soldering Components
6.5.3. Cleaning Polygons and Smoothing
6.6. Modeling with Edge Trimming
6.6.1. Creation and Positioning of Templates
6.6.2. Making Cuts and Cleaning Topology
6.6.3. Extruding Shapes and Creating Folds
6.7. Modeling from Low Poly Model
6.7.1. Starting with the Basic Shape and Adding Chamfers
6.7.2. Adding Subdivisions and Generating Borders
6.7.3. Cuts, Welds and Details
6.8. Edit Poly I Modifier
6.8.1. Workflows
6.8.2. Interfaces
6.8.3. Sub Objects
6.9. Creation of Object Compounds
6.9.1. Morph, Scatter, Conform and Connect Compound Objects
6.9.2. BlobMesh, Shape Merge and Boolean Compound Objects
6.9.3. Loft, Mesher and Proboolean Compound Objects
6.10. Techniques and Strategies to Create UVs
6.10.1. Simple and Arc-Type Geometries
6.10.2. Hard Surfaces
6.10.3. Examples and Applications
Module 7. Advanced Polygonal Modeling in 3D Studio MAX
7.1. Modeling a Sci-Fi Spacecraft
7.1.1. Creating our Workspace
7.1.2. Beginning with the Main Body
7.1.3. Wing Configuration
7.2. Cabin
7.2.1. Development of Cockpit
7.2.2. Modeling the Control Panel
7.2.3. Adding Details
7.3. Fuselage
7.3.1. Defining Components
7.3.2. Adjusting Minor Components
7.3.3. Development of Panel Under the Body
7.4. Wings
7.4.1. Creating the Main Wings
7.4.2. Incorporating the Tail
7.4.3. Adding Aileron Inserts
7.5. Main Body
7.5.1. Separating Parts into Components
7.5.2. Creating Additional Panels
7.5.3. Incorporating Dock Doors
7.6. Engines
7.6.1. Creating Space for Engines
7.6.2. Building the Turbines
7.6.3. Adding Exhausts
7.7. Adding Details
7.7.1. Lateral Components
7.7.2. Typical Components
7.7.3. Refining Overall Components
7.8. Bonus I Creation of Pilot Helmet
7.8.1. Head Block
7.8.2. Detail Refinement
7.8.3. Modeling Helmet Collar
7.9. Bonus II Creation of Pilot Helmet
7.9.1. Refining the Helmet Collar
7.9.2. Steps for Finishing Touches
7.9.3. Completion of the Mesh
7.10. Bonus III Creation of a Co-Pilot Robot
7.10.1. Developing Shapes
7.10.2. Adding Details
7.10.3. Supporting Edges for Subdivision
Module 8. Low Poly 3D Studio MAX Modeling
8.1. Heavy Duty Vehicle Modeling
8.1.1. Creation of Volumetric Model
8.1.2. Volumetric Modeling of Tracks
8.1.3. Volumetric Construction of Shovel
8.2. Incorporating Different Components
8.2.1. Cabin Volumetrics
8.2.2. Mechanical Arm Volumetrics
8.2.3. Mechanical Shovel Blade Volumetrics
8.3. Adding Sub-Components
8.3.1. Creating Shovel Teeth
8.3.2. Adding Hydraulic Piston
8.3.3. Connecting Sub-Components
8.4. Incorporating Details to Volumetrics I
8.4.1. Creating Track Caterpillars
8.4.2. Incorporating Track Roller Bearings
8.4.3. Defining Track Casing
8.5. Incorporating Details to Volumetrics II
8.5.1. Chassis Sub-Components
8.5.2. Bearing Shells
8.5.3. Adding Part Cuts
8.6. Incorporating Details to Volumetrics III
8.6.1. Creating Radiators
8.6.2. Adding Hydraulic Arm Base
8.6.3. Creating Tailpipes
8.7. Incorporating Details to Volumetrics IV
8.7.1. Creating Protective Grill for Cockpit
8.7.2. Adding Pipelines
8.7.3. Adding Nuts, Bolts and Rivets
8.8. Developing Hydraulic Arm
8.8.1. Creating Supports
8.8.2. Retainers, Washers, Screws and Connections
8.8.3. Creation of Head
8.9. Developing the Cabin
8.9.1. Defining the Casing
8.9.2. Adding Windscreen
8.9.3. Latch and Headlight Details
8.10. Mechanical Development of the Excavator
8.10.1. Creating Body and Teeth
8.10.2. Creation of Tooth Roller
8.10.3. Spline Wiring, Connectors and Fasteners
Module 9. Hard Surface Modeling for Characters
9.1. ZBrush
9.1.1. ZBrush
9.1.2. Understanding the Interface
9.1.3. Creating Some Meshes
9.2. Brushes and Sculpting
9.2.1. Brush Settings
9.2.2. Working with Alphas
9.2.3. Standard Brushes
9.3. Tools
9.3.1. Subdivision Levels
9.3.2. Masks and Polygroups
9.3.3. Tools and techniques
9.4. Design
9.4.1. Dressing a Character
9.4.2. Analysis of Concepts
9.4.3. Rhythm
9.5. Initial Modeling of a Character
9.5.1. The Torso
9.5.2. The Arms
9.5.3. The Legs
9.6. Accessories
9.6.1. Adding a Belt
9.6.2. Helmet
9.6.3. Wings
9.7. Accessory Details
9.7.1. Helmet Details
9.7.2. Wing Details
9.7.3. Shoulder Detailing
9.8. Body Details
9.8.1. Torso Details
9.8.2. Arm Detailing
9.8.3. Leg Detailing
9.9. Cleaning
9.9.1. Cleaning the Body
9.9.2. Creating Sub-Tools
9.9.3. Rebuilding Sub-Tools
9.10. Completion
9.10.1. Posing the Model
9.10.2. Materials
9.10.3. Rendering
Module 10. Hard Surface Texture Creation
10.1. Substance Painter
10.1.1. Substance Painter
10.1.2. Burn Mapping
10.1.3. Materials in ID Color
10.2. Materials and Masks
10.2.1. Filters and Generators
10.2.2. Brushes and Paints
10.2.3. Flat Projections and Tracing
10.3. Texturing a Combat Knife
10.3.1. Allocating Materials
10.3.2. Adding Textures
10.3.3. Coloring Parts
10.4. Rough Edges
10.4.1. Variations
10.4.2. Details
10.4.3. Alphas
10.5. Metallicity
10.5.1. Polishing
10.5.2. Oxidants
10.5.3. Scratches
10.6. Normal and Height Mapping
10.6.1. Bump Maps
10.6.2. Normal Mapping Burn
10.6.3. Displacement Map
10.7. Other Map Types
10.7.1. Ambient Occlusion Map
10.7.2. Map of Specularity
10.7.3. Map of Opacity
10.8. Texturizing a Motorcycle
10.8.1. Tires and Basket Materials
10.8.2. Luminous Materials
10.8.3. Editing Burned Materials
10.9. Details
10.9.1. Stickers
10.9.2. Smart Masks
10.9.3. Paint Generators and Masks
10.10. Final Texturization
10.10.1. Manual Editing
10.10.2. Exporting Maps
10.10.3. Dilation vs. No Padding

Enroll now and develop a great career making the textures of innovative aircraft or state-of-the-art car engines, thanks to the content of this program"
Professional Master's Degree in Hard Surface 3D Modeling
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The industry and three-dimensional techniques are evolving at an accelerated pace, bringing with them innovative ways of representation, design and animation. The impact of shapes and figures, three-dimensional drawings and mechanical and flexible elements are now more than ever joined with stories and tales that go beyond our imagination by means of science fiction characters and surfaces that surpass our reality, in short: a whole set of elements, techniques and visual effects that are part of the world of video games, entertainment and film production. Based on this accelerated and vertiginous awakening of the audiovisual industry, TECH Global University has designed a Professional Master's Degree in Hard Surface 3D Modeling. A study program with highly qualified academic content for you to perfect your design and rendering techniques.
Take a Professional Master's Degree at TECH Global University.
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The Professional Master's Degree in Hard Surface 3D Modeling, has a complete study plan that will allow the student to access in a fast and flexible way, 100% online, to all the content related to surface modeling. This professional master's degree includes the main theoretical and practical knowledge in order to know the different types of modeling, the basics of 3D modeling in its various forms and accredit you as a technical expert in modeling, recognizing the concepts to apply them in the 3D modeling industry. Our purpose is to offer all the knowledge that the designer needs to master the most important modeling programs in the world, and in this sense provides you with a highly qualified faculty, expert designers, a fully updated agenda, the best learning method, known as Relearning, and a virtual platform within reach of your needs, in order for you to become one of the best designers in the audiovisual industry.