Joshua - 3d modelling tutor - Toorak
1st lesson belanja
Joshua - 3d modelling tutor - Toorak

One of our best tutors. Quality profile, experienced in their field, verified qualifications and a great response time. Joshua will be happy to arrange your first 3D Modelling lesson.

Joshua

One of our best tutors. Quality profile, experienced in their field, verified qualifications and a great response time. Joshua will be happy to arrange your first 3D Modelling lesson.

  • Rate RM278
  • Response 4h
  • Students

    Number of students accompanied by Joshua since their arrival at Superprof

    50+

    Number of students accompanied by Joshua since their arrival at Superprof

Joshua - 3d modelling tutor - Toorak
  • 5 (78 reviews)

RM278/h

1st lesson belanja

Contact

1st lesson belanja

1st lesson belanja

  • 3D Modelling
  • Game Art Design
  • 3D Printing
  • Autodesk Maya

Blender & Maya expertise in modelling, sculpting, UV's, texturing, rigging, animating, lighting, rendering, compositing, and more.

  • 3D Modelling
  • Game Art Design
  • 3D Printing
  • Autodesk Maya

Lesson location

Ambassador

One of our best tutors. Quality profile, experience in their field, verified qualifications and a great response time. Joshua will be happy to arrange your first 3D Modelling lesson.

About Joshua

I’ve been privately tutoring for about six years now, after graduating from JMC Academy with a Bachelor of Fine Arts in Game Design, both online and in person and from all ages. I first discovered how much I liked teaching all the way back at university, in fact, when I realised how much I enjoyed wandering around and helping to troubleshoot problems in every classroom. “Going on patrol” or “doing my rounds” I used to refer to it as, in my mind. I determined I would to master the entire production pipeline in Maya, which is what we initially learned in, in order to be better equipped to help out with whatever problems would come my way. Teaching while doing so only came naturally thereon, and I just carried on with it upon graduating, only with Superprof instead.

It was about eight months later that I began to take a closer look at Blender, around the time of its milestone 2.8 UI revamp and shiny new real-time render engine. Blender seemed to be undergoing something of a renaissance, so it seemed an excellent time to add it to the repertoire alongside Maya. Turned out that Blender has a great deal going on under the hood that other software only particularly specialise in, to the exclusion of all else, including (but not limited to) its
• node based shading, compositing, and, most recently, geometry editors for procedural mesh generation, texturing, and postprocessing.
• motion tracking and video sequencing suite for VFX.
• modifier stack for procedural/non-destructive modelling, sculpting, rigging, and animation.

The Blender Foundation's philosophy of (and emergent community thereof) free and open source 3D software for everyone, regardless of circumstance, is also something I deeply identify with. 3D should be accessible and available for anyone and everyone, with as minimal barriers in between as possible.

I am also a managing partner in a (very) small startup, Desert Beagle, an independent game development and design business. We're hoping to publish our first major release relatively soon, not least after a recent and incredibly successful presentation at PAX 2023.

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About the lesson

  • Primary
  • Secondary
  • SPM
  • +10
  • levels :

    Primary

    Secondary

    SPM

    Form 6

    Adult education

    Bachelor

    Masters

    Diploma

    Beginner

    Intermediate

    Advanced

    Professional

    Kids

  • English

All languages in which the lesson is available :

English

Lessons are largely structured on customisation, tailored to your specific learning needs and style. During the introductory session, I’ll endeavour to understand exactly what it is that you are intending to achieve as an ultimate end goal. This may be a highly detailed, multistep plan or something quite vague, or even just the criteria of an assignment if you’re a struggling student.

Whatever it is, I’ll outline with you what it would entail and what ground we’d need to cover in order for you to reach your goal/s. If you are a complete beginner, then the first lesson will be a step-by-step walkthrough of the controls and how to use them, starting with basic navigation of the scene, how to add objects to the scene, what transformation vectors are and how to read and use them, and finally, how to start editing objects for modelling them into specific shapes and forms.

Topics covered as we model will include:
• How to extrude, bevel, loop cut, and inset faces and edges.
• Maintaining clean, quadrangulated topology.
• Avoiding non-manifold geometry.
• What normalised vectors (“normals”) are and why keeping them correctly orientated matters.
• How to incorporate procedural modifiers into your workflow when in Blender.
• Distinguishing between hard surface, environmental, and character modelling and the specific workflows related to each.

For sculpting, we’ll cover:
• How to sculpt character facial detail, including eye sockets, eyelids, cheeks, nose, jawline, chin, lips, mouth, and ears.
• How to sculpt body detail including knuckles, fingernails, collarbone, elbows, kneecaps, and muscles.
• How to add extra detail to clothing and hard surface meshes.
• Baking high resolution detail to an optimised mesh using the multiresolution modifier when in Blender.

For retopologising, we'll cover:
• Using the Bsurfaces addon in Blender to setup mirroring, shrink-wrapping, and subdivision modifiers to adapt new geometry to the underlying sculpt mesh.
• Drawing annotation lines across the face to mark out new quadrangulated topology that follows the contours of the face.
• Stitching and snapping border vertices together between different sections.
• Keeping the number edges flowing down the neck to a minimum to ensure geometric resolution concentrates solely in the face and head.

For grooming, we’ll cover:
• Creating vertex groups for defined hair growth.
• Adding a hair system to a character.
• Adjusting length, number, segments, and shape in the initial settings.
• Adding clumping, roughness, tapering, and specific hairstyles (“kink”).
• Combing, brushing, cutting, smoothing, and styling hair.
• Adding hair dynamics for simulated playback with animation.

For texturing, we’ll cover:
• Correctly cutting, unwrapping, and laying out UV’s.
• Exporting UV maps to other software for painting.
• Creating and assigning materials.
• PBR (physically based rendering) and NPR (non-photorealistic rendering) texture workflows, including the application of specular, roughness, ambient occlusion, and normal mapping.
• Using Blender’s procedural shader editor for node based mapping colourisation, masking, and shading.
• Baking everything down to atlas texture maps for saving out to game engines.

For rigging, we’ll cover:
• Creating a base skeleton.
• Adding controllers to manipulate the bones.
• Putting together a facial rig using bones and blend shapes/shape keys.
• Adding constraints to bind the bones to the controllers.
• Using correct naming convention of bones for proper symmetry.
• Binding the mesh to the rig with proper skin weighting.

For animating, we’ll cover:
• Adding and manipulating keyframes to the timeline.
• Using the graph editor to smooth and sharpen motion between keyframes.
• Incorporating the twelve principles of animation for realistic motion.
• Creating seamless loops for rendering or game character actions.
• Baking and exporting character animations into game engines.

For lighting, we’ll cover:
• Setting up HDRI (high dynamic range image) lighting.
• Adding and adjusting three point lighting.
• Working with different light types, such as point, spot, area, and sun.
• Using temperature contrast to set mood and tone.
• Setting up volumetric lighting (“Godrays”) for ambient illumination.

For rendering, we’ll cover:
• Adding and positioning a camera for best framing.
• Adjusting focal length, aspect ratio, and clipping distances.
• Making use of composition principles such as rule of thirds, golden ratio, and harmony.
• Setting up depth of field.
• Optimising render settings, such as sampling, denoising, light bounces, and hardware acceleration.
• Adding render passes and shader AOV's for final compositing.

For compositing (in Blender), we’ll cover:
• Colour correction and colour grading.
• Isolating render passes for tweaking and polishing renders.
• Comping multiple render layers together.
• How to add effects such as a vignette, blur, defocus, motion vectors, bloom, pixelation, and sunbeams.
• Keying out colour, distance, luminance and more for image composition.

For motion tracking (in Blender), we’ll cover:
• Importing and preparing footage for tracking.
• Adding either a camera or object track setup.
• How to identify appropriate markers and add trackers to them.
• Cleaning up bad tracks before solving a track.
• Projecting tracking markers and camera into a prepared 3D scene for final composition.

For video sequencing (in Blender), we’ll cover:
• Importing footage or image sequences into the sequencer.
• Syncing with audio and showing the waveform.
• Setting up various memory caches for faster editing and playback.
• Adding colour, text, and effects strips.
• Incorporating transitions and fade-ins/outs.
• Layering and blending sequences.
• Rendering final video using optimal encoding settings.

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Rates

Rate

  • RM278

Pack rates

  • 5h: RM1388
  • 10h: RM2776

online

  • RM278/h

free lessons

This first lesson is free to allow you to get to know your teacher so that they can best meet your needs.

  • 30mins

Video

Learn more about Joshua

Learn more about Joshua

  • When did you develop an interest in your chosen field and in private tutoring?

    I moved down to Melbourne a couple of years ago, but couldn’t really decide on what I wanted to do for the first few months, until my mother spotted an ad for Game Design at JMC Academy on the side of a tram one day. She told me about it later and said, “you’ve done nothing but play video games since you got down here – go make them.” So I enrolled, discovered that I loved it, had a knack for it that allowed me to learn the principles unusually fast, and realised that I enjoyed teaching others how to do things just as much. Tutoring, once I graduated, seemed the next logical step.
  • Tell us more about the subject you teach, the topics you like to discuss with students (and possibly those you like a little less).

    The listing on Superprof is technically for 3D modeling, but I’ve specified in the lesson description that I cover all areas of the production pipeline, starting from modeling in Maya and ending at game programming in Unity. It would be more accurate to say I tutor in 3D asset creation and implementation, from crafting the initial digital mesh, to unwrapping the faces for texture painting, to rigging the mesh with a skeleton and controllers, to animating it, to adding VFX, to lighting and rendering the scene, to add to some basic C# code for programming gameplay. The topics I go through with students, depending on their current needs, revolve around keeping each of these stages in mind when creating their own 3D assets, as each stage is reliant on the last for optimal structuring and workflow.
  • Did you have any role models; a teacher that inspired you?

    All of my lecturers at JMC were invaluable one way or another during my time there and often afterward too, but one that especially stands out to me is Ms. Pinilla. There was not one single question that I asked her about any subject at any point that she could not answer. The wealth and depth of experience and knowledge found there was just surreal and beyond invaluable.
  • What do you think are the qualities required to be a good tutor?

    Patience, prudence, diligence, compassion, communicativeness, and expertise.
  • Provide a valuable anecdote related to your subject or your days at school.

    Our course instructors told us right from the start that while coasting by on about twelve hours a week for the duration was certainly possible, it ultimately just wasted everyone’s time, especially ours. True to form, the ones that ended up succeeding the most and pretty much walking straight out into the industry upon graduation were the ones who put around sixty hours a week, every week, into the course. Into learning as much as they could whilst there.
  • What were the difficulties or challenges you faced or are still facing in your subject?

    The immediacy of the industry, in how quickly it changes and updates over time. Computer science in general is the fastest growing industry in the world, and knowledge is very quickly made obsolete by new technology. Not to mention the depth and breadth of the industry itself already. And while all computer systems are purely logic based, the premises of that logic according to each program and interface written is very much subject to human arbitrariness.
  • What makes you a Superprof (besides answering these interview questions :-P)?

    I’m a dedicated 3D generalist. Understanding the pipeline in full is something of a rarity, as most usually pick an aspect and stick to it religiously, so being able to tutor any aspect of it allows me to explain what students need to know in both a wider and narrower context overall.
  • Tell us what your discipline can bring to people's lives.

    Games are art. Anyone that says different has no actual appreciation for artistry. The quality of that art is certainly subjective and variable, but its worth as a cultural hallmark is without question. Now, what art as a whole brings to people’s lives is a whole other discussion.
  • What is the most valuable advice you can give to help someone stay focused on creative projects?

    Aim slightly higher than your current skillset. Don’t set out to accomplish something way beyond your means that will almost certainly take the rest of your life, if you ever finish at all, because it won’t happen. Big dreams are nice, for when you’re asleep. But realistic ones get finished. Be honest about what you can do, then aim slightly higher than that. 3D is a marathon, not a sprint.
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